With the final roster of Marvel Vs. Capcom 3: Fate of Two Worlds still up in the air, Capcom announced that we’ll be paying for downloadable characters. The special edition will include a code for two characters that will come out a month after the game’s release: Resident Evil’s Jill Valentine and Marvel Comics’ Shuma-Gorath.
Adding new characters to a fighting game seems like a natural fit for downloadable content: If a shooter can add more multiplayer maps and a single player game can add more scenarios, then why shouldn’t fighting games expand their content with new characters? By announcing DLC so early, however, Capcom is going against the views of one of the company's own: Yoshinori Ono, producer of the Street Fighter 4 series.
Ono likes to compare his titles to chess. This includes how a company packages a game. When Siliconera asked him about adding in new characters as DLC, Ono said, “We want to avoid doing that [...] It’s like someone playing chess, but selling them the bishop separately. So you would have one guy would be without a bishop and one guy would have one.”
This comparison is very apt. While a DLC map or scenario ultimately doesn't change the original experience, a new character in a fighting game impacts everyone playing it, whether to they choose to pay or not. At the very least, everyone needs to learn how to fight that new character. And even if you don’t want to play as Jill or Shoma-Gorath, you may still need to buy the DLC if your friends start using them. People spend months learning these characters, and you can’t just tell them to pick someone else.
While Jill and Shoma-Gorath are probably characters Capcom wanted to include in the main game but couldn’t without delays, it does signal a more aggressive DLC strategy. And with that comes another problem: The more DLC comes out, the more people will pick and choose which characters they get. For example, BlazBlue: Continuum Shift has been using DLC to add more characters to the game. At a tournament I went to, one console had both the unlockable character Mu-12 and the DLC characters Makoto and Valkenhayn. Another console had Mu-12, but not the DLC fighters. A third setup had Makoto but not Mu-12 or Valkenhayn. Two others had neither.
The organizers ran the tournament well, but let's face it: Not everyone is going to pay $7 for a squirrel girl in a miniskirt. When you're selling a character individually, you don't have the same freedom to create a unique warrior because you need to justify the extra development costs. I doubt that most people would buy MVC3 characters like She-Hulk and M.O.D.O.K. if they weren't already in the game. Likewise, after this first set, it wouldn't surprise me if Capcom stuck with safe characters they know will get downloads.
Downloadable characters present other problems, too. If you play BlazBlue on an Xbox 360, you’re still waiting to play as Valkenhayn, a new character who has been available on the PlayStation 3 for over a month. Also, you're paying for characters based on Microsoft's and Sony's point systems. A DLC character may cost the same as a meal at Subway, but you still have to pay $20 for a point card.
Can developers find a way to do fighting game DLC right? It may actually end up being Ono that shows us how, assuming Super Street Fighter 4 gets a patch based on the the upcoming Arcade Edition. If grouped as a $10 to $20 pack, with all the new characters together, it would feel like an update instead of something you don't have to get. It also helps that the content is coming months after the game's original release. Ono said in the Siliconera interview he doesn’t mind using DLC this way. And as consumers, we get what we want from DLC: a respite from paying $60 every year for the same game with few changes.













