Downloading the Future
DLC is the burning issue of 2010.
GamesIndustry.biz, the trade arm of the Eurogamer Network, recently completed the next step in its evolution toward greater support for the videogames business with the implementation of a full registration system.
Downloadable content is, beyond a doubt, the burning issue of the year so far. On every major gaming news site, a story about DLC is bound to attract hundreds of comments, many of them brimming with outrage from consumers with strongly held views. Within the industry, conversations are (usually) more civil, but the question of what it's appropriate to release as DLC and how to integrate it into a business model is hotly debated.
This week, another log has been thrown on the fire, with EA boss John Riccitiello telling BusinessWeek that the company's inclusion of premium DLC codes in new copies of Mass Effect 2 and Dragon Age: Origins were no coincidences. This is the vanguard of something EA calls "Project Ten Dollar", it seems - an attempt both to limit the appeal of the second hand market, and to claw back some revenue from those consumers who continue to buy used games.
Publisher and developer attitudes to DLC have come on a long way since the infamous "horse armour" for Oblivion back in 2006. Minor fripperies, cosmetic items for characters and the likes persist, of course - especially in the form of Xbox Live Avatar items and PlayStation Home items - but they have been joined by some genuinely impressive DLC, perhaps most notably the two extensive episodes which were released for Grand Theft Auto IV.
Two major approaches to the development of DLC appear to have been established. There are those who view DLC essentially as the spiritual successor to the retail expansion pack - a budget-priced single-player episode or selection of multiplayer maps which extend the lifespan of the original game and give players more of what they enjoy without having to wait years for a sequel. Here, the business model is to embark on full development of DLC once the original game proves its success (although much of the pre-production work on the content will be done in the months before the game is released).
There are also those who view DLC as a way to "complete" a game whose original design was a bit too ambitious for the schedule or budget which was allocated. As anyone who has worked in development knows, it's fairly rare for a game to ship with every level or feature described in the design document present and correct. Commercial reality pokes its head up at some point - levels, characters, game systems and even chunks of narrative are dropped from the game to ensure that it actually reaches shelves at some point before the end of time.
For the most part, consumers never notice this. Developers are adept at papering over the cracks this procedure creates, building a seamless experience which hides the "missing" content - and of course this is no different from every other media industry. Movies, TV shows, albums and even books regularly have content dropped from them before launch - sometimes for creative reasons, but as often as not because of time and budget constraints. On occasion, of course, the process goes too far - Knights of the Old Republic II being a "celebrated" example of a game whose content was pruned far, far too harshly before launch.
DLC, at last, provides some kind of remedy to this situation. In the past, this content would never have been finished - it would simply have been dumped, with the team moving on to a new project after the game went gold. There was no financial incentive or reason to return to developing it after the launch of the game, since there was no channel to monetise it - and there was never a sense, as some consumers seem to believe, that buyers of the game were "entitled" to this as-yet-uncreated content. Consumers buy a finished game, not the promise of a design document they've never seen, after all.
Today, however, developers can sit down at the end of a project and decide whether that content deserves an airing - and if so, they can spend the time required to bring it up to scratch and release it as DLC, justifying the additional development effort with the added DLC revenue. Contrary to what some consumers seem to believe, this isn't content which is held back deliberately to milk them of their cash; rather, it is content which simply wouldn't have been created without DLC, extra labour and time which isn't justified in the budget for the retail game.
This remains controversial, however - witness the outpouring of rather childish anger from a vocal minority over Ubisoft's recent Assassin's Creed II DLC, for example. Business attitudes to DLC, it seems, are developing a bit faster than the consumers they serve, which is a trend companies will need to watch carefully or risk losing valuable goodwill from their customers.
EA's "Project Ten Dollar" also seems like a risky gamble on that front - yet on closer examination the reality is that most consumers will probably actually embrace the idea, as long as EA is careful not to poison its own well with questionable behaviour.
What Project Ten Dollar effectively does is to treat DLC not as an additional revenue stream, per se, but as a way to increase standard retail revenues by discouraging the second-hand market. New buyers of the game actually end up feeling like valued customers because they get premium DLC for "free" with their game, while second-hand consumers aren't locked out of any content, as they always have the option of paying (unlike the ludicrous and ill-conceived "exclusive pre-order bonus" culture which other publishers have cultivated, which does little other than annoy consumers and directly encourage content piracy).
The danger, of course, is that EA veers too close to actions which could be considered to constitute cutting content out of the retail game in order to turn it into Project Ten Dollar DLC, at which point this policy will lose consumer support. DLC still needs to be add-on content; the core game experience needs to exist on the disc. Even the most reasoned of consumers have been adamant on this point since the outset of DLC, and this line in the sand is unlikely to change.
If EA's strategy is carefully managed, however, it will represent the first major positive thing that an industry which does plenty of moaning about the second-hand market has actually done to protect its sales, and should be applauded. Crucially, it doesn't attempt to remove right of first sale from consumers, or to actually shut down used game sales - and it's worth noting that what it will actually impact is not the $5, $10 or $15 sales of years-old games in second-hand bins or on eBay.
Rather, this is a policy targeted directly at the retail chains who massively boost their earnings by filling second-hand bins with games only a few weeks old, for only a few dollars cheaper than the brand new copies on the shelves next to them. This is a retailer policy which, frankly, gouges consumers as much as it does the industry itself, and few tears will be shed if EA manages to strike a blow against it.
This is not, however, the end-point of the debate over the DLC business model. Other firms have competing views of how DLC can improve their business, and the influence of consumer opinion should not be underestimated. If last year was the year in which GTAIV's episodes saw DLC's potential come of age, this year, it seems, will be the year in which the creative and commercial ramifications of that potential are finally understood.
For more views on the industry and to keep up to date with news relevant to the games business, read our sister website GamesIndustry.biz, where you can read this weekly editorial column as soon as it is posted.
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Comments (70) Latest comment 2 years ago
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Besides, I got my free Blood Dragon armour with Dragon Age, and I equipped it on my Mass Effect 2 character long before I was a high enough level to use it in Dragon Age.
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I think its pretty underhand and will put me off buying a game at all in some cases. I bought Mass effect 1 2nd hand which , after playing, convinced me to buy ME2 at launch. Would I have bought the first one if it had pieces missing i had to pay extortionate price to download ? No. This plan will ultimately cost them I believe.
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I'd say the thing that gets me about dlc are map packs, when I was playing killzone 2 it was always lively, I really enjoyed it. When the first map pack came out I snapped it up thinking that it would be more great levels....but I seem to have been the only one. The levels weren't bad, but no one played them. When dlc splits a gamerbase like that, someone really needs to think about a better way to implement it.
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Quality laucnh day DLC is a good incentive, but publishers have to be carfeul with the pricing: in France, SEGA games often launch at 75.99€, way too expensive.
And don't forget that roughly 50% of HD consoles owners don't have XBL or PSN accounts.
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As for the article, calling consumer objections "childish" says a lot about who this article is aimed at; not gamers or consumers obviously. The common response to the piracy debate on EG for 2yrs+ is that they want to prevent the second-hand market in PC games first (with new games having 2 or 3 types of DRM), but realise there are huge amounts of second-hand transactions in the console area - this has been denied by DRM advocates, but it's obvious now that the publishers want to stop second-hand game sales, and DRM has nothing to do with piracy and everything to do with maintaining an undeserved long-term "subscription to DLC" revenue stream.
This Project Ten Dollar is the equivalent of a government setting up a toll booth on an already existing motorway.
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As you say, developers are adept at papering over the cracks left by dropped content. DLC is meaning more and more that those cracks are left there for all to see to encourage them to buy more product. It's in-game advertising built in to the fundamental structure of the game: gaps left in character selection screens, quests offered that you can't complete without paying for them first, and so forth. The consumer is being made to feel that their forty quid has gone on something incomplete.
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But, and this is an obscenely huge Dubai tower size but, if EA use this to instead bring back the old PC method of free expansions every so often for the player. This could work out. A player buys the game new, gets the code and every few months receives complimentary new levels, items, characters for free delivered through the game. Granted, it wont work in some games that need a paid DLC model due to outside elements (Rock Band in particular). But most games will have a major amount of longevity. Say, buy Battlefield Bad Company 2 brand new and get a new map or gametype every month while used players need to pay for it. Its better to the player instead of just giving them a couple of trinkets and then expecting them to pay £15 for the next expansion a few months later that will only serve to piss them off.
Of course, gaming industry and slimy shitheads trying to wring cash out of the consumer go hand in hand so watch some other developer absolutely abuse the hell out of it and we will be back to square 1.
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Actually, if you don't have Zaeed in Mass Effect 2 it doesn't leave an empty space in the squad screen.
This video demonstrates: [link url=http://www .youtube.com/watch?v=RXr9rb9kWDA
]http://www .youtube.com/watch?v=RXr9rb9kWDA
[/link]
It's not like Forza 3, where they tease you with greyed out cars you can't get.
Personally, I don't mind EA's approach. It seems the smartest way to go.
Would've been interesting to hear about EG's take on that Gears of War 2 DLC that came out. The one that was almost like a 'deleted scene' in film terms. I doubt we'd see more of that in future though as I'm not sure that was a success or well-received.
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Agreed, I would love codes from new games that continually gave us access to new content. THat would be a great way to boost new game sales. But come on, Resident Evil 5 is key example of the issue with DLC - two new campaigns, when the game itself really wasn't much cop. And we already paid for the extra Mercenaries content. Why was none of this free? When we already suffered such crap, why not throw us a bone and appease the players? Money. And we know it. Capcom are not alone, we all see the reality of DLC - shorter games at higher prices and then we pay just as much again for the rest of the game.
This may be common in the MMO world, but they have an excuse... the way it's going, I foresee an almighty shitstorm. No wonder the MMO market is the faster growing segment... yes, MMOs are sometimes a rip-off, but it's a rip-off you are perfectly aware of walking into it, and aren't going to be shocked about a few weeks later or a few months later...
That said, this may be the year of DLC - or rather, the year it has to prove to consumers it's not cynical marketing BS...
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It's the more dubious packs (some may say superfluous in terms of the content included) that cause people to raise eyebrows, but even then they still see reasonably high download numbers.
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Heavy Rain for instance, on day one a chunk of back story is only available to those who managed to get the collector's edition, everybody else has the option of paying more on top of retail price to get that content.
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I know most people don't care about re-playing old games, but I get a lot of satisfaction out of being able to turn on my NES and play a bit of Megaman 2 (I've got consoles from every era starting with the NES still hooked up). How will I replay Megaman 9 and its associated DLC in 10 years if my Xbox 360 hard drive breaks? The games companies need to stop thinking solely about profit and stop slapping DRM onto everything.
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As for the "Ten Dollar Project" until it's proven to be worth it to me all it'll do is stop me buying at launch, i'll be waiting for reviews and player impressions before purchasing. I also like to replay old games and with EA's fondness for taking down servers i'm wary that the code will only have a limited lifetime, as long as the DLC isn't fundamental to the game that isn't an issue of course but how long until that's the temptation?
On the other hand the scheme might all be sweetness and light and full of awesome, don't know yet.
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Get a grip EG. You seriously think it's ok to have a "Memory Corrupt" (or whatever BS it was) bit AS PART OF THE MAIN STORY PROGRESSION, then sell that bit to gamers later on? No, it's not.
Personally DLC is being used half to extend games and half to rip people off, when it should only be the former. Mass Effect 2's DLC is a good idea I think. You pay £40 and you get some free extra stuff (which is actually pretty decent) or you pay £30 or whatever, and have the option of paying £10 to get the extra stuff. You're not really being denied anything. People who are going on about 2nd hand need to understand something, the dev gets paid once, not again and again.
It's especially bad that companies such as GAME are selling used copies for about £3-5 less (if a game is fairly new) and actually encouraging you to buy that instead when you go to the counter with a new copy. So basically they pocket almost full price just because they stuck the game on the bloody shelf. Yes there's the whole "once I buy a game it's mine and I can sell it/trade it if I want" which is true. The choice is you can have games cheaper or you can make sure some of the cash actually gets to the people who created the damn game in the first place.
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Tbh I'm not too fond of this antagonistic attiude towards consumers, howbout instead of treating us as potential revenue streams and mindless masses of statistics, publishers treated us as people? They might find that people are actually willing to pay for stuff they enjoyed.
Just look at Team Fortress 2. That game has at least doubled in size from free content since release and I would gladly pay for more, but Valve aren't charging me. They seem to be doing ok making money from new players who buy the game (and get all that extra content as well). When you're being treated this well why would you wanna waste a fiver on some extra skins?
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The second hand market is worse than piracy for publishers and developers because every 2nd hand game bought is a lost games sale for them.
Publishers and developers don't get a cut of the counter sales, the make their money by selling games to a distributor, the distributor then sells them onto stores and retail chains. By buying direct from the consumer the retail store cuts out the distributor, publisher and developer meaning the publishers and developers don't see a single penny from the sale of the game they funded and made.
So taking this into consideration if you buy a 2nd hand game why should you be entitled to the same content that a person who buys the game 1st hand gets? You have in no way supported the publisher or developer so why should they support you?
If you lend the game to your friend why should they be entitled to this extra content? They aren't paying for the game and supporting the dev and publisher so why should they support your friend?
If you sell your game on ebay why shouldn't you suffer? You are assisting in a market that doesn't repay or reward the guys who made and funded the game?
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Immersion breaking pimpage.
If you can't do it, then it shouldn't be mentioned. Stick your DLC adverts on the front screen if you must, but don't hamfistedly shove it up the players nose ingame.
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Hmmm, the 3 year+ old build of the Nurburgring GP circuit that's just been released as 400p DLC for Forza 3 makes me think otherwise. Turn10 have gone to great lengths to tell 'the community' how expensive it was to scan and photograph the track (even in a blog post as recently as yesterday) yet it quickly became apparent that something didn't seem right with it. Inexplicably it wasn't linked to the Nordschleife despite all the elements being available in the game to do so, the grandstands etc predate 2008 and the colours are vastly different to other tracks in the game.
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While that is indeed true, you need to look at the cause of people selling/buying games. Price of new. It's all good condemning these people but at the end of the day it's the high price of new games which push people to trade on the 2nd hand market.
I stopped using the 2nd hand market when I switched to DD, my new buying is WAY down. My first purchase in 2010 is next week. All those "maybes" are now forgotten until the Steam sales, rather than trying them with a credit note.
Dangerous ground messing with 2nd hand without looking at the root of the problem, dangerous ground.
As for all this DLC, I couldn't care less I don't really buy DLC anymore (I think the last thing I bought was GTA: TLAD) so give it free sell it later matters not to me. Even cutting out of the game and making sure we damn well know it's missing isn't gonna sway me.
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Most games give you 10+ hours of entertainment in one way or another, and many give much more. Also, most games are still £35-40 as they have been for the past 5+ years, i don't see this thing about "high price of new games" - from my experience they are pretty much exactly the same as they were for Xbox/PS2/GC.
I take it people who think games are too expensive don't buy any other type of media (e.g. CD's, Films) new then? A CD is still £8-10 and a film is still about £12 for DVD and almost £20 for blu-ray, for 2 hours entertainment. I also think people need to realise how many people and how complicated it actually is to create a game that's even average.
I think if you actually look at the amount of time you get out of games for the price, they are fairly reasonable. If not then perhaps you should spend your time doing something else.
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Actually that's a fair point.
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Er, no. What are you suggesting though? That 2nd hand should be the same price as new? Why would anyone buy used then?
Also, I think it's an idea really isn't it? People THINK that something is worth less when it's used, but as you say this isn't really the case for games.
@webcider: You're right, but then it's really down to you to decide what is worth it to you, based on personal taste. For me I find most of the games i buy worth it because I know what I like and I try new things based on descriptions of them in reviews or demos. However i don't think it's ONLY length, it's enjoyment too. If I paid £40 for a game and it was 10 hours long but it was quality 99% of the time, or it really pulled me in or made me feel things - then i wouldn't regret buying that. Plus i find trophies etc extend the life of a game, but i totally understand why that doesn't appeal to everyone (I think i have a very mild case of OCD or something
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Why wouldn't I be able to sell my good if I don't want it anymore. I mean why kill the 2nd market in THAT industry, while all other works.
Do we see BOOK with DLC, DVD with DLC, pokemon card with uber-premium-DLC? no.
Just stop that, we buy what we want, and sell it if we want to.
maybe ford or toyota should include engine as a DLC just to kill 2nd hand market !
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Mass Effect 2 for example is still a full comprehensive game and if you buy a used copy you aren't really missing anything essential, and are getting a damn fine game.You even have the choice to pay the extra at a later date and access said content. It's an incentive to buy new, nothing more.
It seems to me they aren't saying "If you buy used you're getting 90% of the game" It seems they are saying, if you buy used you get the entire game, but if you buy new (which helps them) they'll give you a little extra on top and will continue to do so. Seems perfectly fair to me.
If this kills the 2nd hand market that will be because people have decided for themselves that the free extra stuff that you get is worth it. If it's not, the 2nd hand market won't die.
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Thanks for that. I really appreciate bieng called childish when I express my opinion that the publisher sold me short by not giving me a complete game, and then just a couple months later want to charge me for what essentially is a crap piece of DLC.
I'd rather you charge me an extra £5 on top of the normal game price and give me the 'complete' game than drip feed me diarrohea.
But dont listen to me and the opinions of other gamers Mr. Publisher, after all, our opinions are just childish.
/goes away, throws teddy in corner and sucks thumb/
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It's very rare that I find a game that I'm actually willing to put any money down on. ME2 and DA
DLC is a great move if your company is pushing hot product. If you've got mediocre product, the only thing DLC will do for you is alienate your player base. Also, map packs aren't exactly new to DLC, they were released as mini expansions if I recall for Halo 1, and NeverWinterNights 2 did something similar as well.
Another major problem with all of this. If a game is broken, then retailers should have to take it back. That's the reason I don't buy video games anymore before dl'ing and testing them, because retailers constantly try to screw you with terrible no return policies even if they sell you something incomplete or broken. I believe in supporting good gaming companies, I don't believe in supporting people who made the eye catching title, box art, and tag line.
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I don't intend to make the consumer out to be the problem. I fully believe that when it comes to commerical businesses like games you're being screwed whatever you do. In this situation the choice seems to be: do I get screwed by the retailer, or screwed by the publisher? I'll go with the option that means some of that money is seen by the developer.
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At a guess, fewer people will trade-in EA games because they aren't worth quite as much (especially if the free DLC happens to be released after a couple of months, encouraging people to hang on to it past its shelf-life when the trade-in value will have dropped anyway). And more people will buy second-hand EA games that do get traded in because they'll be ten dollars cheaper than other second-hand games - and a portion of these buyers who really like the game will go on to buy the DLC too (and that $10 price tag is probably not too far off what EA would have made from the sale from a new copy).
Smart move.
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The greyed out cars in Forza 3 are more frustrating than they first appear, as it's not even as though we have the option to pay for them once you've bought the game. Short of selling up, rebuying it in LE form and starting the whole thing from scratch, they just sit there in a 'this is what you could have had' fashion.
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Also, yes, game stores do make decent mark up on second hand games but they are also the ones taking a hit up front when they give out store credit. if you trade a game against another purchase the store is giving up their profit until they sell the game you have traded. So they are holding extra inventory and deferring their profits. I dont see why the publishers feel they deserve any of this.
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It gouges the customer who sold it back to the gameshop for £20...you may be buying for only £5 less than a new copy, but they have slapped on an arbitrary £15 to satiate their own greedy needs.
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No, just plain no.
The stores lose next to nothing from 2nd hand games. That credit they gave you is less than what they would have paid for a brand new copy of the game and the profit deferment is exactly the same as a brand new game. The store has to pay up front for both types so won't see any profit on their purchase until it gets purchased be it 1st hand or 2nd hand.
The 2nd hand market is a relatively low risk market as it almost guarantees a sale through the store credit and nets them cheap stock.
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What did it for me was when I bought Dragon Age brand new from ASDA and it was opened and treated like a used game. Also my wife and I pre-ordered EA Active. The store only had one copy left and it was a crumpled box with a tatty manual. That isn't new!!! GAME and the retail chain charge for new give you what might as well be used. I hope they all crash and burn. If other retailers treater their products like this the wouldn't be in business anymore.
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My views on DLC are mixed - I don't like seeing alternate costumes for download when they're priced at more than $2. That said, I've bought a lot of DLC for Little Big Planet. I payed for the Kratos costume, as I missed it initially with the pre-order (another thing that should be abolished - pre-order exclusive bonuses are bogus. When two people walk into a store on the day that the game comes out, and one leaves with more content - especially if they're paying the same price - that's not fair).
Extra levels I will pay for every time...recently, I was burned by LBP for the first time, as I bought a caveman DLC package for the PSP game that was titled as a "level pack". This level pack, however, didn't have a new level! Just two (lame) new costumes and a few stickers (that I can't seem to find). I won't be buying any more DLC for the PSP game as a result, but my support of the PS3 game goes unspoilt: I LOVE the Pirates of the Caribbean and Metal Gear Solid expansions, and I truly believe that they add a lot to the game, both the large number of costumes and the level itself.
So! Costumes suck, new levels are great
Edit: that is to say, one costume for $3 is stupid, costume packs and ACTUAL level packs (packs that don't just aesthetically improve the game, but add a new LEVEL) are great.
in response to one of the comments, used games can, in some cases, gouge you as a consumer, as you probably won't get the slip of paper with a code for a beta inclusion, or for registration of your game with the developers who made it (and will often give you bonuses for registering your game). Heck, sometimes you won't even get an instruction manual!!
That's how you can get gouged as a consumer, but the real damage is to the developers, especially if it's a smaller company, not one that everyone knows will sell copies, regardless (like MW2...although, that game lost millions to piracy, so that point might be mewt). I get a lot of pleasure in knowing that I'm directly supporting a developer - every time I buy DLC for Little Big Planet, that money goes straight to Media Molecule (at least in part). I won't condemn my friends for buying used games, but I really do think they miss out on that joy of supporting a game that you're actually excited about, before you even read any reviews to sway your opinion.
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Why would someone use their store credit to buy a new game, rather than another second-hand game for £3 less? Store credit is not designed to ensure people buy more games. It's designed to prevent people from shopping around, and that's bad for the industry.
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As for DLC, arguments will still rages on and at end of day, dont get it if you dont agree with it, people who does, its THEIR money to do with as they wishes!
Sure we need to encourage better quality of DLC and exposes rip off or unlock keys to lessen these sharp practices, still wallet talks.
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I suppose some of those Wii games, Guitar Hero stuff and Sims add-ons sell so well because they are bought by people who are willing to lavish a lot of money on their game since they will buy very few others.
Personally, my shelf is still adorned with Discworld Noir and large, cardboard boxes with Grim Fandango and Sanitarium inside.
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Besides all that though, the main problem that I forsee is that retailers could simply offer higher pre-owned prices for games that had unused activation codes. If it's easy enough to tell if the code has been activated or not. There's not really an example of this currently but it's not hard to imagine if EA scheme CIA sucessful for it or catches on that retailers would got to the effort that this would entail.
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also, pre order bonus (or also the ten dollar scheme) are good ways of giving us a bit extra for free BUT i think it should be the same bonus for every retailer as otherwise having 3 or 4 sometimes even 5 different bonus items/levels etc is dividing the consumer experience as we cant have a "complete" game unless we bought all of them! (selling them seperately would be shit but at least fair to people who wanted it all!)
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You obviously haven't look at the prices of physical vs digital have you. Steam prices for new content are an outright scam, for example Bioshock 2 is €49.99 on Steam when its €32.49 on Play.com including postage. PSN is no better - when a game appears on PSN and in retail (e.g. PSP games, Warhawk, GT5P, Wipeout HD) the retail price ALWAYS wins.
How is it that even when piracy and second hand sales are non existent in download land, and there is no publishing, shipping, distribution, returns or middlemen, the price of digital titles is so much higher? The price should be lower and it isn't.
Digital is an outright scam and I don't see it improving with even less competition.
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I have to take exception with this comment. The first page of the article mentions that most consumers never notice what has been cut during development because the developer is "adept at papering over the cracks" but in the case of Assassins Creed it wasn't a crack, it was a gaping 10 year hole in the plot that was plain to see and the attempt to patch over it was pretty poor.
It's also unfair to herald the GTA4 DLCs as "how it should be done" as this was bought and paid for MS, for 50 million USD which even before Rockstar's own investment is more than double the budget of most third party games. By all rights they should have felt like full AAA titles rather than just "DLC done properly"
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How on Earth can you possibly know that? And how can you prove it? How many people are going to put their hands up to "So, did you hold back stuff for DLC to squeeze a few more quid out of the suckers?" How many game journos would dare to even ask such a question?
There are hundreds (thousands?) of games with DLC, yet this has never happened, in a medium dominated by infamously greedy companies? Pull the other one.
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When a publisher hires a developer to work on a game they will have negotiated a budget to produce a game with a whole bunch of features. For the sake of argument let's simplify it to $20 million to make a 10 hour game. The developer then will have to provide costings for where that 20 million bucks is going and how they plan to achieve that 10 hour play time. Publishers are rather fond of their own money, so you can guarantee that they will be getting 20 million dollars worth of manpower and technology out of the devs for that game.
During the course of development you'll usually find that the original plans were over-optimistic, or have become so due to unforeseen problems. This happens a lot. At this point, something has to give and usually content is cut, because it's the only way to make the deadlines. It may be that extra padding is added to the remaining game to try to fulfil the 10 hour criteria, or the publisher may just accept the shorter game. What's very rare is a publisher throwing more money at a project to get pretty much the same game they already have, albeit a bit longer.
So at this point content is almost certainly cut from the game, and the developers go on to finish what's left. The publisher will absolutely definitely still have got their 20 million dollars worth of manpower and technology for the reduced game, because nobody is fool enough to let millions of dollars slide. They get a game that they spent all their budget on, basically, despite some of the content getting cut.
Which means there's a bunch of half-finished assets lying around that in the past nobody would get to see. With the advent of DLC though the publisher and developer can discuss not letting that stuff go to waste. Whilst the publisher wouldn't spend more money to keep this content in the main game, they will pay more money to have it as paid-for DLC, because it's another revenue stream. From a consumer's point of view it looks like the content was cut to provide DLC, but without the possibility of DLC it would have been cut anyway.
I'm not saying this is what happens in every case, but seriously, before DLC came along an awful lot of levels and other assets got cut from an awful lot of games in order to make deadlines and hit budgets, never to be seen again.
And whilst it's possible that some games have had content pulled deliberately to become DLC, consider what's at stake here. If we assume a 20 million dollar budget for the game, you can double that investment from the publisher when you add marketing and advertising and all the other bits and bobs to the equation. So that game is a 40 million buck gamble that it will prove popular enough to sell the necessary millions to make a profit. As a publisher would you jeopardise the chance of recouping that $40 million by not putting out the best game you can with your budget, for the sake of selling some bits of it later for extra cash? If the game goes on to bomb, the stripped DLC (that could have been its downfall) is practically worthless anyway.
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However it is a fact that some companies do deliberately hold back already finished content for DLC... I don't know how common it is, but i do remember ex crystal dynamics staff saying how this was done with Tomb Raider Underworld [link url=http://kotaku.com/5129215/to mb-raider-underword-dlc-was-meant-to-be-in-original-game
]http://ko taku.com/5129215/tomb-raider-un...[/link]
then theres the type of "DLC" not mentioned here at all, probably because it's not really DLC: THe abominable unlock codes...
Capcom and Namco are two serious offenders, Capcom for their SF IV costumes, and Namco for locking Darth Vader on the 360 Soul Calibur 4, and Yoda for the PS3 Soul Calibur 4... and then having the balls to go and try and make it out to be exciting console exclusive characters... yeah right... exclusive unless you cough up another fiver for a character already on the ****ing disc
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Like it or not, DLC is (at least a big part of) the future, but I think people will always value physical objects over downloads. Just like real friends are better than online friends, even if they sometimes puke in your house. All this value-adding bullshit only works if there is something to add the value onto. Just keep making good games and we'll continue to buy them and support your coke habits, don't worry.
I still don't understand why there is a standard price set for every game. There's a lot of games I won't buy full price. ME2? GTAIV? sure.. another 6 hour shooter? Hell no..
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Activision on the other hand gets no such good will, they don't care about the gamers goodwill, or the developers
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There is big double standard with 2nd hand films and games, someone who I use to know was a game programmer and who use to sell films and books when he was finished with them but couldn't see the double standard with selling games even to other people (not trading at game etc) How is the film studio being supported?
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It's all about the long run and the industry is way too focussed on the quick money. In the long term, it's better to have a trusted brand, or image, or track-record or whatever. Like Bioware (even though they're part of EA) or Rockstar or Rare back in the n64 days. I think that's always gonna be true, even from a purely financial standpoint. EA seems to at least have gotten the message.
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The switch off of Live for the Original Xbox concerns me about how easily content that has been paid for can be rendered obsolete overnight and no longer available
Those who say it will never happen on the 360 should be concerned as there is already a precedent about Microsoft stopping support for a game
Premium and free DLC for FEAR on the 360 is no longer supported, so although I have the content on my hard drive it is not recognised by the game - the game no longer gets the "game update" to recognise the content on the hard drive.
This is significantly different from EA switching their servers off for a game; it shows Microsoft are able to effectively render DLC worthless with pretty much immediate effect - how many of us will be upset if our Rock Band libraries were to be suddenly unavailable
As far as i can wee this WILL HAPPEN in say 10 years time when Live need to be upgraded for the XBox 3 or 4
At least retro games can still be played on their original machines, will this still be an option for us retro gamers in a decades time??
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When you buy a piece of software, you don't actually buy a piece of software that you own, it's not an object. Legally, you just own the right the use the software and by using it you automatically agree to whatever they put in the terms of service that no-one reads. It's an excellent way to scam people.
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If they're smart, Microsoft will base its next Live service on the current one, Sony the next PSN service on the current one, and both will avoid public outrage. The big question is Nintendo, which so far does not have an "account" at all for your downloads, everything linked to the one specific machine you bought it for. They will have to tread carefully.
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But it should be very interesting to see what happens when Dragon Age and ME2 go to budget. Then the value proposition versus second-hand changes dramatically, as a second-hand copy may be very slightly cheaper but the budget copy includes significant content additions. I'd expect second-hand copies of these games to lose just about all value when the game goes to budget, and just disappear from the shelves.