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10 things I hate about DLC and digital distribution

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Wednesday, March 30, 2011
EDITOR'S NOTEfrom Rob Savillo

Selling DLC that's already on the disc does get under my skin a bit. Justify the practice however you want, but I'd still feel swindled to a degree. William agrees, and he's provided another nine discomforts with digitally distributed content for you to ponder.

I am Will Harrison, your liaison into the world of what irritates this week as we delve into the top 10 things that I despise or dislike about downloadable content (DLC) and digitally distributed games. I would like to make a note ahead of time that -- much in the style of my literary and comedic hero George Carlin -- I must ask that you not take everything I say here as my full beliefs and the truth. After all, nobody can be this sour as to have something to complain about every week. Truth be told, I am a happy individual with a wonderful life; however, I have no qualms about playing devil’s advocate and pointing out what needs to be said.

 

10) Nickel-and-diming people? God, no. It’s more like five-and-10-dollaring people. Microtransactions have proven to be a distribution method that the large companies absolutely love: You charge a slightly lower entry-level fee and dole out content piece by piece, which gives consumers a sense that they are saving money. But, seeing as I live in this little thing called “reality,” I am here to tell you that this is simply a grand and glorious illusion created by these companies to make you, the consumer, feel all warm and fuzzy inside.

9) But, wait! Buy our “Super Ultimate Game Edition!” So, how do companies avoid the consumer seeing through this microtransation ruse? Simple, really. Months down the road, all of the content that publishers like Electronic Arts and Activision have been pumping out to make their games look more finished will be combined into a "Game of the Year" edition for the price of a full release.

Most view these ultimate editions as a great deal, but truth be told, that “Game of the Year” edition is merely what should have been the finalized product instead of the half-hearted efforts that are initially shoved out.

8) Fan service…of a sort. Sometimes, I think DLC is fitting. After all, who doesn’t want a continuation of their favorite characters and places? It is the whole reason I even bought Final Fantasy 10-2, after all. Although, I feel that sometimes this is nothing more than a hollow effort to keep interest in a title until a “Game of the Year” edition can be thrown together. Most recent examples would be a few of the Fallout 3 DLC offerings, including one that was literally a simulation of a historical event in the game’s canon.

Cool idea? Yes. But it added nothing essential and felt more like Bethesda saying, “we promise better DLC is coming soon, ‘kay?” And it did, in Broken Steel, a DLC chapter that not only added an entirely new end-game storyline but also increased the level cap.

7) Function over flavor. This is a bit of a continuation of point eight, but I feel it needs to be stated separately. Is it too much to ask for DLC to have an overarching function? If I am going to be shelling out eight to 10 dollars on new content, I want more than a fluff storyline and a new weapon or two. As mentioned with Fallout 3, DLC that does something like increasing a level cap or adding new abilities is content that I can get behind as a consumer.

On the flip side, DLC like Bonfire of the Antiquities for Assassin’s Creed 2 brought nothing new to the table and was sold in separate parts. Is this not a bit much for content that was supposed to be on the retail disc? More on this later (see point one).

6) Exclusivity? My ass! Minor gripe here, but I despise it when DLC is console-exclusive or time-sensitive. Don’t get me wrong, this is not me hating on Microsoft solely…I am equally mad when Sony has the exclusivity ball in their court. When Scott Pilgrim: The Game was released for the PlayStation 3 first, I felt bad for my friend, Jeremy, who had to wait for a release that he was more excited about than any disc-based retail title.

 
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Comments (17)
Default_picture
March 27, 2011

A boost for you, old sport!

 I truly believe DLC is going to get worse and worse as video gaming continues into the new generation. Companies have gotten so greedy and full of themselves that, as I hear, they now have budgets specifically dedicated to "DLC creation" -- before the game even begins the development cycle!

That right there says that companies no longer have the best interests of the consumer at heart -- they're greedy and willing to do anything for a quick cash grab. Recently, the Mortal Kombat developers confirmed that they were working on DLC already and planning to release it some time after launch. Fighting games, of all things, should NOT have DLC characters...or if they absolutely must, then they should be free. MvC3 is a fun game and all, but I think Capcom is really, really pushing the limits of what's tolerabe in that department. EA's pre-order/release day DLC BS is horrid, too.

I won't be surprised if DLC causes another market crash much like the infamous crash of '83.

But DLC can still be done right. Look at what the Lords of Shadow devs are unleashing soon, and this DLC was obviously made well after the initial sales period.

Default_picture
March 27, 2011

DLC can serve a purpose, but clearly that sight has been lost once companies saw the dollar signs involving the products in question. I am all for DLC that brings something genuinly fresh to a game (which is a rarity), but as gamers and as consumers I think we owe it to ourselves to not fall prey to the industry's ploy of hacking off parts of a finished product for the sole purpose of selling it later to boost revenue (which has happened, and is happening more often these days).

If we get more things like Dragon Age: Awakening and Fallout 3's Broken Steels or Red Dead Redemption's Zombie Nightmare I will be pleased. If not, I expect retail, disc based content to be lessened and lessened and more abrupt, release week DLC to occur.

Thanks for your view, John. Cheers.

Wile-e-coyote-5000806
March 28, 2011

There's probably other examples of "day one DLC" that fit your complaint better, but I actually like how EA did it with the Dragon Age games.  The Stone Prisoner and The Exiled Prince, I look at as being bonus for buying a new copy (they were free with any new copy), but still made available for people who buy the game used (giving EA a slice of that used game market).  Then again, I don't buy used games, just because I feel they're not worth the small savings, so it doesn't have a negative effect on me.

As long as the original game is a complete experience and enough game to justify the price, I don't have a problem with DLC.  I Think of it like The Lord of the Rings extended edition DVD's.  They were plenty enough movie as they were shown in theaters, but if you were willing to spend the extra money, you got extra scenes.  And that was even "content held back".  (My only problem with that scenario is that I want to know up front if there's a more complete version coming out so I don't buy the lesser version.)

All that said, I rarely buy any DLC.  Like you, I think it is rarely worth paying for.  Even Fallout 3, by the time I finished the main game I had no interest in playing it more, so I didn't get any of the DLC.  I am glad I found the regular edition for $17 rather than buying the GOTY edition.

Also, I think you meant to write "exorbitant cost".  "Exuberant" means something else.  Good article, though.  Kind of like hearing Lewis Black.

Default_picture
March 28, 2011

@Jim

I still find what they did with Dragon Age 2 suspicious. I think pre-order DLC is obnoxious and it creates a divide of haves and have-nots. Announcing DLC before a game is finished is, to me, the lowest of the low; it means you had a nickel-and-dime scheme in mind the entire time and were developing content alongside the game.

I think developers feel rushed nowadays, and because of that mindset they start working on DLC as soon as the work on the game itself begins. They might feel as though they never have enough time to get decent DLC out post-release.

But the $60 price tag on games is pure profit. The actual game, case, and manual cost almost nothing to make. People naively believe that devs can't make up the cost of the development on sales of the game new alone.

I think pre-order/day-one DLC is also a (flawed) measure being taken to ensure more new sales, but ironically it causes a lot of people to get upset and wait for the inevitable edition with all the DLC in it for the same price as the original release. Since they can't do DRM for consoles, it's basically the console gaming business' answer to that.

I just get upset when people say we gamers who are opposed to a lot of types of DLC are being whiny, spoiled, childish brats. So I'm not supposed to expect a full game from the get-go? I'm supposed to put up with developers cutting corners for a quick cash grab? I confess that I did buy the MvC3 DLC characters, and the sad fact is that Capcom is essentially forcing us to buy them if we have that game. People have argued that you don't have to buy them and that it's a complete game otherwise, but there is no such thing as a complete fighting game with missing characters. It's like a car without the tires and drive train.

Photo3-web
March 28, 2011

*Begin rant*
I'm not about to condone some of the DLC scams (though I felt Mass Effect 2's Lair of the Shadow Broker was terrific), but I just wanted to comment on your #1, microtransactions.
What bothers me about sentiment like this is the following: folks bemoan high upfront costs. "$60 is too much for a game," etc. So "casual" titles get released on the iOS and other platforms for .99. Eventually, in an effort to beat the other guys and stand out among the other 40,000 titles, companies release free apps and rely on the microtransaction model. And gamers *still* complain. It's called the "race to the bottom", and ultimately, there's no winners in that scenario.
William, I'm not trying to pick on you, because a lot of gamers feel the same way (and as you said, you were playing devil's advocate). But people, if you can't charge a modest upfront cost, .99 is too much, and microtransactions irk you, then what monetization method would you suggest? Lest we all forget, gaming is a business and no profits=no games we all love to play (this includes "casual" iOS titles).
*End rant*
@John
You're calculating a game's worth by the cost of its physical materials, which IMO is silly. We clearly don't judge games that way, or every title would cost exactly the same (on the same platform anyway). As with every other type of digital media (as well as literature), what you're paying for is the creative effort and dev costs (which have gone up tremendously this generation). If you don't want to pay $60, there's plenty of alternatives.

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March 28, 2011

I wasn't trying to say that a game's value should be judged based on the materials used to make it, I was merely pointing out that companies make massive profit from a game's sales because the price tag is nothing but profit margins. I understand why it is a sound business practice to manufacture things as inexpensively as possible. I'm also saying that the money from game sales is often more than enough to recoup dev costs.

Photo3-web
March 28, 2011

@John
I can respect that, but a game is only "pure profit" if you judge it by its physical materials--blu-ray, jewel case, and instruction manual<$60, so it's pure profit, etc. In reality, the $60 (far less for the dev, because they don't sell it to the retailer at this cost) adds to the greater recoup costs of development.
By the same logic, we could say that every movie ticket sold is pure profit. After all, the ticket costs little to nothing to print. And putting butts in seats technically costs no one anything (if you sneak in, the theater doesn't technically "lose" money). Is not the $10-15 pure profit? But this isn't the case. "Mars Needs Moms" is poised to be one of the all-time bombs. Despite doing millions in sales, it probably *won't* break even, meaning that whatever the studios see from the ticket sales *isn't* profit (or net profit, anyway).

Default_picture
March 28, 2011

@Jason

Point taken, but let's face it: how are we ever really going to know what companies make from games now? The NPD is being stupid now for not releasing sales numbers and VGChartz numbers are untrustworthy.

Not just that, the companies themselves seem hesitant to release any detailed information on sales numbers.

Profile_pic4
March 30, 2011

Great story, well done.

I absolutely LOVE added DLC that actually ADDS to my experience.  Broken Steel, all the Borderlands DLC packs and all the Burnout Paradise downloads come to mind.  Even if it costs $5-15, I'll do it if it prolongs my $60 gaming "investment".

On the other hand, I always give a long, beedy-eyed stare at DLC that downloads in less than 2 seconds.  Especially when it is "free" DLC.  I appreciate it, but I won't be made to believe this was some grandiose favor... and it sets my expectations to a lower difficulty level.  It's probably "cutting room floor" type stuff (per Cliffy B's comment in the last podcast) and it's absolutely already on the disc.

100media_imag0065
March 30, 2011

And this is why I never buy DLC. I never buy any of it, and I can't help but look down upon anyone who spends any amount of money on DLC. People who pay for things like Avatar clothing are so far down on my list of reasonable people that I don't even notice them anymore.

99% of all DLC is a scam. It is a big, fat scam. It is a scam of epic scamness. You are paying for content you already bought, OR, you are paying for content that should have come on the disk. Don't buy DLC. Don't buy any of it. If we stop supporting it, developers might be forced to include all of the DLC on that actual disk, and release a full and meaty game to the public.

That is how they are going to make sales. Let me see that your game has a ton of content, and I am going to buy it. Tell me it is 5 hours long, with $15 DLC packs, and I am going to buy it used and not give you a dime. Period.

Photo3-web
March 30, 2011

@Ed
I can't categorically disagree with anything you've said—though I've found ME2's Lair of the Shadow Broker and The Arrival immensely entertaining. As for skins, clothing, and weapons, I'm 100% in agreement.

Profile_pic4
March 30, 2011

@Ed

That rule makes me sad.  Because this means you have never had the pleasure of playing the Secret Armory of General Knoxx DLC on Borderlands.  That 8 hour expansion was longer than most single-player campaigns!  I call that DLC Borderlands 1.5.

Also, the mostly FREE Burnout Paradise DLC showed me proof that Criterion was hard at work on stuff well AFTER the game shipped.  Which is a far cry from other titles, where the publisher wants their devs to move quickly onto the next money grab.  For me, their DLC gave that game serious legs.  I would not have put the many, many hours into Burnout had Criterion not done that.

Default_picture
March 30, 2011

As a former, avid WoW player, I can relate to the slow translation of cosmetic, frivilous items. To be fair, I have been known to spend five dollars on a special in game pet or two, but to make myself feel better that money also went to a charity said pet was tied to.

However, paying 25 dollars for a flying horse mount? No. Do not want.

March 30, 2011
Don't get me started on the new Tiger woods game. Over $50 worth of courses to download on day one and if you don't get certain courses you get penalized for not having them in your single player campaign. Oh and a majority of said dlc courses have been included in previous TW titles. One less sale on that game you EA yahoos
Inception
March 30, 2011
@ John M: I'll tell you why they don't release sales data, because they don't want investors or the public to catch on to them. So many games get to the top ten list, and by next month, plummet off. No single company will ever reveal a monetary breakdown of what it costs to make a game today, they whine and moan how hard it is, but I'd love to see the numbers. And it's not just developers, it's the publishers that are just as guilty.
Default_picture
April 01, 2011

I'm not comfortable with the author's implicit assumption that all DLC is just content that was pulled from the game for an extra dime. That's usually just not true. If there were no DLC, most of the content would just never be released. ESPECIALLY Day-one-dlc, which is almost always made between the game going gold and release.

I mean, do you have any idea the volume of nearly-finished assets in older games? It's kind of ridiculous that this is even a discussion.

Default_picture
April 01, 2011

@ Garrett

No offense, but the author's "assumption" has been admitted by developers over and over again. Here is a quick and handy reference list of just SOME of the the content that was pulled from the finished game, yet mysteriously popped up within the first month of release.

- The Stone Prisoner, Dragon Age: Origins

-The Exiled Prince, Dragon Age 2

-Round one of costume releases, SSFIV

-Jill/Shuma Gorath Character Pack, MvC3

-Tron: Evolution also had first day, code based, 100kb DLC on release

-Fable 3 Understone Quest Pack

-The Saboteur had paid first day DLC for cheat codes that were supposed to be "downloadable". It was on the disc.

-Mafia II, The Betrayal of Jimmy. Day one, on disc DLC that was also timed exclusive.

I could keep going, but I feel I've proven my point. The fact is that you are naive if you truly believe that these companies didn't see the dollar signs in taking shallow content that would have been cutting room floor and tacking it to the wall and see who would be dumb enough to buy it.

Also: There is no plausible way that day one DLC is created between a game going gold and release. The content has to be created, bugged, patched, approved, rated, and stamped with the Sony/Microsoft seal of approval. There is no way all of that is happening with FRESHLY CREATED CONTENT in the two to three months between a game going gold and release. So... How do they do it? Oh, that's right, they just use cut content that they've left on the disc and placed an eight dollar price tag on said content.

But, thank you for making an account just to tell us all how uncomfortable you are. Makes me smile on the inside, ya know?

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