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On the current-generation consoles, it seems as if each new release comes with the promise of future downloadable content (DLC). With so many games embracing the idea of DLC, some potential pitfalls are becoming apparent. Allowing these problems with DLC to continue could turn the potentially excellent idea of add-ons for games into a terrible example of how some companies are trying to squeeze consumers for as much money as possible.
As many people are aware, there are two kinds of downloadable content: free and premium (see: costs money). Obviously, there are also many potential problems with downloadable content, including unreasonably high prices for DLC and having to pay for content that is already on the retail disc. Because of these problems, there are a few basic rules that developers should follow when releasing downloadable content.
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Burnout Paradise is a prime example of how developers should handle DLC.
Rule One: Do not charge for content that comes out shortly after a game's release.
While it is understandable that it takes extra time and money to make content available for download, developers would be better off if they released more free content to consumers. Though game development is a money-making business, consumers do not want to see extra premium content become available after they have just spent $60 on a new game.
This makes the consumer question why the content was not released on the game disc. Then he or she will wonder why the developer did not delay the game a week or two in order to include the premium content with the game. From there, the developers will only succeed in angering and alienating part of their fan base.
Rule Two: Do release free content for a game as a reward for consumers
No developer has applied this idea more perfectly than Criterion, the developer of Burnout Paradise. While the developer has released some premium content for the game, Criterion has also supported Burnout Paradise with several massive, free downloadable content packs. It is amazing that Criterion has not only continued to support a game that was released in January 2008, but also that the free additions to the game have significantly changed the game experience.
This is also a good marketing technique by Criterion because consumers are more likely to support the developer’s premium content after receiving so much other DLC for free.
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$5 to unlock everything in Skate 2?! What happened to good old cheat codes?
Rule Three: Do not release unreasonably priced premium content
The most notable and infamous example of a developer releasing downloadable content at a price that far exceeded its value did not come via a sports game. However, it was such a terrible example of a developer attempting to get more money for extra content that I felt it could not be neglected in this article.
In April 2006, Bethesda Softworks, developers of the Elder Scrolls series, and more recently, Fallout 3, released a Horse Armor pack for The Elder Scrolls IV: Oblivion, which cost roughly $2.50. While it certainly was not enough to break the bank, it was deemed unnecessary by many people because it was a very minimal addition to the game, giving many consumers the feeling that they were being asked to pay for something that added almost zero extra value to the game.
A more recent example of a developer charging more than necessary for downloadable content comes via Skate 2. Just a few days after the game was released, the Time Is Money premium DLC became available. This content package unlocked all locations, skaters and gear -- all of which could be unlocked by simply playing through the game. Some people may not have a problem with this kind of downloadable content, especially because the company obviously is not forcing the consumers to buy it. However, what happened to the days when consumers would rent a game and type in a cheat code so that they could enjoy the game to its fullest, without having to put in hours of effort?
The Time Is Money content was priced at roughly $5. Again, this is not an excessive amount of money for the amount of replay value the consumer could receive from it, but it feels like developers are gravitating towards the idea of squeezing the consumer for every last dime, instead of providing an enjoyable experience for everyone.
The Future of Downloadable Content?
Downloadable content is a huge success for games on the current-gen consoles. Allowing consumers to download new courses in Tiger Woods or new activities in Burnout Paradise is a big positive. In addition, the majority of available content increases the replay value of the game and is priced reasonably. But, there are a few scary trends that are beginning to appear, which should worry consumers a bit.
If people continue supporting unreasonable downloadable content, such as Horse Armor and the Time Is Money pack, some developers will continue to ask for even more money from consumers while giving them less value in return.