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What is the Ideal Role of DLC in Sports Video Games?
In the wild west of downloadable content, what is truly right and wrong? For about five years now, DLC has been a major reality of the games industry, and it's been especially prominent in sports gaming. A more recent development comes in form of online passes, but the motivation behind that push has a slightly different goal than straight-up DLC. It's funny how with both of these issues that often an effective marketing campaign can present either of them in a positive or negative light to various users, depending on where their priorities lie.
 
At the end of the day, though, what is truly “fair” to consumers when the prices are being set in ivory business towers back at corporate HQ? Who watches the watchmen, in other words?
 

The SSX DLC Mt. Eddie and Classic Characters sells for $8, which we called likely overpriced.
 
The merits of arguing against DLC as a concept at this point are more than fruitless. One only has to look at the numbers to see how profitable it has become. Take FIFA 12, for instance, and its Ultimate Team mode. EA expects the sales of Ultimate Team items to eclipse $100 million. EA President Frank Gibeau said that they would be “taking the key learnings ... and applying it to our entire suite of brands.” Yeah, I'd say so. To be able to cover the budget of one or two AAA games in EA's portfolio from strictly digital content off one sports game means every product will likely be outfitted with this “insurance policy” going forward

The NHL series also makes money hand-over-fist with its online offerings, from HUT gear to player boost packs. I honestly believe that the reason EA accepts this franchise's modest sales figures at this point are because of its staggering DLC profit haul. When presented with the option of taking hours and hours of time to level up an online pro, many users simply throw up their hands and use real money to speed up the process. Since everything is digital, there is no money sliding out of their wallet, making it an easier pill to swallow.

I've always had an issue calling certain realities in the games industry fair. I mean, when Rock Band was all the rage, I didn't think paying $200 for a bunch of plastic toys was fair, but many people did. They would justify the price because of the good time they had with the item. Fair enough. Just the same, though, I don't think that because a price for DLC in a sports games is generally “affordable” that it should be deemed “fair.” It often seems that there can be a herd mentality to label something one way or the other, neglecting a large segment of the audience who might find it just the opposite.
 

Newer DLC models can be a good thing IF implemented properly...if.
 
My review of Tiger Woods PGA Tour 13 brought the value proposition of newer DLC models into sharp relief. EA has almost fashioned this years Tiger Woods as something like a free-to-play game, with over half of the courses requiring either substantial time commitment by the player or an immediate payout of real money to unlock the content.

I've always found these models bothersome, as the time commitment can just be absolutely ridiculous to attain any meaningful rewards. The NHL franchise has been incredibly guilty for this, with player boosts and unlocks taking entire seasons of play to unlock. Tiger Woods ups the ante, though, by having over 50 percent of its courses behind some kind of unlock or pay wall. I'm all for 10 or 25 percent of the content to be somewhat exclusive and require effort, but more than half of the courses on the disc? Still, others might not think so.

A couple of OS users responding to my review seemed to articulate the two schools of thought on this DLC model. User “kbmnm247” is on the “regulation” side of the coin:

“I'm baffled by the submissive attitude to corporations as shown in a few posts here. At what point does the amount of $ that it costs to play the game too much? If $150 isn't too much for one year of a video game then what is?

The problem with the "don't like it, don't buy it" excuse that is given isn't really relevant since EA buys the license and eliminates competition. If I want to play a licensed golf game and a licensed NFL game, I have to buy an EA product (I think). It's just unfortunate for those who play video games as a hobby and not a lifestyle, because $150 for a one year iteration of a video game, that apparently still has bugs that were in prior versions, is laughable.”


On the free-market side of the coin, OS user “kickinggurgu” had this to say:

“It's called capitalism. I for one will likely spend about $150 total on the game and will get every dollars worth. This generation feels they should simply be given what they want for basically nothing ... EA will charge a price and consumers will either pay for it, or not pay for it. EA will then decide to lower the price or quit making the game. They have even now given you a choice.
 
Pay or have patience. Lord knows you have to have it now ... Its not fair that you should have to pay? Seriously, stop complaining and put up or shut up. Either pay for the game or do choose to keep your money. The constant whining on this is getting very old.”
 

As consumers, we must draw the line somewhere on when DLC becomes a money grab.
 
Those two opinions split the issue at its very core, I think. Some people are willing to take the glass-half-full approach, seeing the cost of DLC as fair compensation for the developer serving the hardcore needs of those who want to invest more in order to enhance their experience. Other users feel that a line may have been crossed and that certain casual and mid-level users are now having their experience compromised to service this new reality.

Switching gears, online passes are an example of the games industry generally winning the PR war to make a more subtle form of DLC palatable. Game publishers and marketers, especially on the sports game side, successfully created a perception that the used game sellers like Gamestop were hurting their bottom line and that they were the bad guy.

Eric Brown, EA's chief financial officer in 2010, said the following: "There hasn't been any significant push-back from the consumer, because I think people realize that if you're buying a physical disc and it requires an attachment to someone else's network and servers, people know bandwidth isn't free."

I think most users have accepted this reality of “Project $10” and the fact that if they buy used, they will have to make up the difference. Frankly, it seems that most sports gamers are so devoted that they'll buy on release, making online passes less of an issue for them. Unlike some of the more cavalier DLC prices, online passes seem reasonable in comparison, since a user is essentially being educated that the online connection is something that you are now considered to be paying for in a new copy of a game.

At the end of the day, I think the industry has some very serious financial realities that it has to accommodate for right now. Budgets for sports games are higher than they've ever been, and a way to recuperate those costs is through supplemental content. Then again, I can't help but think of the barrier to entry to get the full experience in a game like Tiger Woods, with online passes, special editions, DLC and possibly even a service fee, like Xbox Live. Does every sports game player in the spectrum get included in this model, or does the almighty dollar control the type of player who gets to participate?
 
 
Final Thoughts

What say you, OS community? What is fair to you when it comes to DLC? What is your personal threshold for value? Do online passes bother you, or does your habit of buying sports games on release make them irrelevant? Do you feel we're on the slippery slope with games like Tiger Woods PGA Tour 13 monetizing more than half of its content? Are hardcore content consumers pushing the rest forward with this business model, no matter the amount of kicking and screaming?

Member Comments
# 1 ThuggyD55 @ 05/04/12 08:57 PM
It's role is to squeeze every last drop of money it can from you.
I'm not paying for something that should be in the game already.
I have never bought DLC and I never will.
 
# 2 savoie2006 @ 05/04/12 09:33 PM
Quote:
Originally Posted by ThuggyD55
It's role is to squeeze every last drop of money it can from you.
I'm not paying for something that should be in the game already.
I have never bought DLC and I never will.
So you never bought maps for Call of Duty or games like that? Truth of the matter is, while it is there to make additional money, it can be a great thing. Developers don't always have the time and even resources to include all the content they would like to include in a game. It can also add to the longevity of games such as Elder Scrolls, Mass Effect, ect. It blows me away how some people think that everyone else is greedy. If you ran a business, isn't that the objective, to make as much money as you can. Don't let me hear about you working overtime at your job you greedy snob
 
# 3 elgreazy1 @ 05/04/12 10:31 PM
The problem with DLC is it is supplanting content that SHOULD be in these games. Sports gamers have it hard because we are asked to reinvest in a product year in and year out with minimal upgrades. This is not the developers' fault entirely; the creative teams are under a lot of pressure especially on a yearly release. The problem is things like jerseys, stadiums, etc should be in these games its that developers are pulling them out in order to make more money. There is no real added value to this DLC and it really does nothing to add to the game or upgrade/change the experience.

In a perfect world, I would prefer DLC to simply become Roster Updates and additional Mode add-ons with certain sports franchises going bi-yearly (once every other year). This could work perfectly for developers because it would allow them to save money on production costs from yearly roll-outs in terms of marketing, man hours, development costs, etc. It would help creative teams because they would be given the time to perfect and implement new features, test ai, try new modes, etc. It helps sports gamers because they don't have to invest in a new game each season.

Look at the modes games like NBA2K have added in terms of the Legends mode. What NBA 2K fanatic wouldn't purchase a DLC of new legends, game modes, and the 2k13 NBA season updated roster? Why wouldn't the Madden team want to test a feature mode in the DLC market instead of investing heavy resources with them as a full-fledged feature in a yearly release? (Vision Cone? Weapons? so many failures to speak of) Why wouldn't the Madden team want to make sure their new physics engines aren't perfected and tested before being forced to ship them out within enough development time? If games like Backbreaker can implement wholesale game changes with such a small team - see the Greathouse Patch - in one simple patch, there is no reason to believe game giants like 2k & EA couldn't do the same all while still making a large profit and taxing their staff much less.

My other suggestion would simply be a subscription to sports games. $30-$40 a year for a game you install to an HD and download patches, roster updates, etc. Seems like a win win for everyone.
 
# 4 elgreazy1 @ 05/04/12 10:33 PM
On a side note: I only purchase a game like Madden once every 4 years simply because the improvements are so marginal. That's only $60 every 4 years EA gets out of me. If they were to change the game to a lower price point - say $30-$40 - with DLC patches & rollouts the company would effectively make between $120-$160 off of me in that same time span.

Again, I feel everyone wins here. The sports gamer doesn't feel like he's being shafted by a yearly release at full price and the development teams put out better products and make more money.
 
# 5 ThuggyD55 @ 05/05/12 01:56 AM
Quote:
Originally Posted by savoie2006
So you never bought maps for Call of Duty or games like that? Truth of the matter is, while it is there to make additional money, it can be a great thing. Developers don't always have the time and even resources to include all the content they would like to include in a game. It can also add to the longevity of games such as Elder Scrolls, Mass Effect, ect. It blows me away how some people think that everyone else is greedy. If you ran a business, isn't that the objective, to make as much money as you can. Don't let me hear about you working overtime at your job you greedy snob
I don't care anything about being greedy. They can get as much money as they want because I know i would do the same thing.
I also know that I would put everything that needs to be in the game, in the game. I wouldn't leave people out of the game and other stuff like maps out of the game and charge people extra for it.
 
# 6 Icarus2k9 @ 05/05/12 03:25 PM
I understand the financial realities of the post-Horse Armour world we live in, but it's deeply distressing when you look back at the previous generation and how games companies used to shoehorn in as much content on the disc as possible. It seems it is much easier to incrementally improve games at best so less devoted fans switch off, then bleed the "loyal customer" dry, than make a game so full and fantastic that not only will it sell millions, but people will play it all year round, rather than tease a year's worth of content so people won't trade it in.

Or option c) of course, which is convince meatheads that RPG-esque levelling is awesome now because you get a new gun, not +3 to virginity., and while you're at it you and your friends buy this map pack or you'll get kicked from lobbies.
 
# 7 Dazraz @ 05/06/12 07:21 AM
DLC is here to stay without a doubt. The reason DLC works is that it expands on an existing game thus increasing that games longevity. In this regards it could be argued that it is worth paying for as it may mean you find yourself still playing a game that you may have left on the shelf sooner.

As long as developers keep the core structure of the game within the original product & avoid making DLC purchases essential I'm okay with it.

It's not too often I find myself praising EA but I like what they've done regarding DLC lately. In Tiger Woods PGA 13 you now have the option to pay less for additional courses if you only want to play them once or twice or pay more to have them permanently available. It was also nice that they released a trial of the recent FIFA 12 UEFA Euro expansion. Particularly considering how poor this expansion was. I was planning on getting the download but after playing the trial I didn't bother.
 
# 8 H to the Oza @ 05/06/12 05:58 PM
I usually avoid DLC in most games with the exception of The Masters 12. The Birdie and Eagle Packs probably cost me around 50 additional dollars. Of course I feel guilty paying 100+ dollars on a video game, but this game should meet my golfing needs well into the next console generation.
 

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