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Jason Picker
03 May, 2009

My Favourite Waste of Time #3

PALGN Feature | Downloadable content, the curious case of the sinner and the saint.
Once upon a time before God invented the internet, in a time when calling someone a ‘n00b’ couldn’t be done from behind a computer and would earn you an atomic wedgie, game developers released products which were complete. Yes, back in this prehistoric time when juggling monkeys ruled the earth, games had to have everything you needed right out of the box. Should the developer want to make improvements, add levels, or give the main character a 16th choice of boxer shorts to wear, it would have to wait for an expansion pack or a sequel.

Not so today. Praise the lord, for now we have downloadable content (DLC), the saviour of the gaming universe. Or the biggest rip-off since the Sodastream, I can’t decide which.

Now first, a disclaimer to the three people that read this column. Let me say here and now that I actually think DLC is a very good thing in theory. But I also think it can be a terrible thing, and could increasingly lead to the release of more rushed, lazy games that require you to download additional content to play, or the release of deliberately incomplete games that make you pay for features that should have been included in the first place. And I for one don't have money to waste on that – prostitutes and smack are expensive.

The wonder years
A nerd who writes articles about videogames for bread-crusts and the occasional pat on the head might make the analogy that games released today are like ‘living’ software. That is, almost every major console is online-enabled, allowing games to be ‘enhanced’ via patches and additional content. This has been both a blessing and a curse. The positives are pretty obvious – an improved game, by definition, improves…the game. Today, developers can release their game into the world, have its merits debated by distinguished people who frequent gaming forums, and then release patches and add DLC based on feedback to make their game even more bodacious. This seems to work best for games that are already pretty decent and need the odd tweak or addition to lengthen or improve the playing experience. However, it doesn’t work for games released as half-finished, shoddy abominations. Lair, I hate you.

The PALGN team wooping it up.

The PALGN team wooping it up.
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So that’s the downside. The ability to adjust a game post-release means that some developers are rushing games out the door – whether it is through deadline pressure or sloppiness – rather than holding them back in testing for a couple more months. In some cases, it feels like the public is now substituting for a proper beta test of the game. It makes some sort of twisted sense, because if the game sells poorly, there is no need to pump money into patching it. However, should the game sell faster than (warning, bad fat joke ahead) muffins in The Biggest Loser house, you can bet there will be a patch or DLC on the horizon. There is nothing more annoying than purchasing a new game on the first day of its release, rushing home like a madman through peak-hour traffic, ripping the plastic off your teeth as you rush through the door, grunting like a wild animal as you shove it into your gaming machine of choice, and then…having to wait for an hour while a patch downloads or finding out that DLC already exists.

We are living in a material world, and I am a material girl
For me, a couple of things come into play when considering if I will get DLC. The first is whether the original game appeared to be well-made. That is, if the original game was short or sub-standard because of obvious missing features or flaws, I can’t justify spending my money just to try and improve the experience. My granddaddy had a saying about not throwing good money after bad, and while I have no idea what that means, or why my granddaddy had all his dead dogs stuffed and lined up in his shed, I'm guessing it’s relevant to use here.

However, it’s pretty obvious that DLC, if used right, can really add to a game. Let’s consider, for example, that the downloadable content available for the Xbox 360 version of Grand Theft Auto IV – The Lost and the Damned. Whether you thought the back-to-basics approach of GTA IV was good or bad is not up for debate here (it was awesome in case you were wondering), but even the harshest critic can appreciate the work and effort that went into creating that game. GTA IV is still a massive game that offered many, many hours of gameplay in a world that is more realistic and alive than ever before. It also featured a pretty decent multiplayer. In terms of value for money, it was top of the pops.

The expansion, the Lost and the Damned, adds between 10 and 15 hours of gameplay to GTA IV. That’s longer than many full-priced standalone games. So for around $27, many would consider this to be a good deal and an excellent use of DLC. Then there are games that use smaller downloadable ‘expansions’ and content to further enhance a game's experience. Games like Rock Band, Singstar, Buzz, Lips and Guitar Hero were built for slowly dwinding your life savings, bit by bit. By paying smaller amounts for additional content, you can create a library of content you specifically want, making the experience more unique to each individual. Most people have no qualms paying for this content as it is reasonably priced and adds to the experience, particularly when you have a few friends around and a few sherbets under your belt.


Niko and Johnny soon to enjoy a hot coffee.

Niko and Johnny soon to enjoy a hot coffee.
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Then there is free content. This is a no-brainer – everyone loves something for nothing. But consider F.E.A.R. 2, which was a pretty cut-and-dry, 8-hour, single-player campaign, lumped in with a bare-bones multiplayer that was less fun than playing Uno with your family at Christmas. To their credit, Warner Brothers have now released a free multiplayer pack which makes F.E.A.R. 2's multiplayer only slightly less decent than every other game on the market. My grandaaddy once said something about not throwing good money after bad…oh wait, I’ve already used that hilarious anecdote. But that’s the carrot that F.E.A.R. 2 uses to get you in, steal your money and kick your dog, because another two packs containing multiplayer maps and single-player levels are being added in the very near the future, and you can bet your bum-bum that you’ll be forced to pay for the privilege. So somewhere down the track you’ll have paid an extra two payments to create a game that really should have been more complete in the first place.

I smell a rip-off…and chicken
One thing that really irks me about DLC is when ‘new’ content is released for a game only a few weeks, or even days, after the original game is released. It’s one thing to innocently realise your game is lacking something and innocently adding it later on, and another entirely to make us pay for DLC that was developed at the same time as the actual game, and should have been included on the disk. Take The Godfather 2. This game was released on the 9th April, and then two weeks later on the 24th April, not one, but three downloadable packs became available. However, you can buy all of this ‘premium’ content in one convenient pack for $12.95.

Say what?

You mean, I just went and paid $109.99 for a new game, and two weeks later, you’re selling ‘premium’ content to me for thirteen bucks?

So, what the bloody hell was the $110 smackeroons for? Second-rate content?

Clearly, this so-called premium content was developed at the same time as the game itself. Call me naïve (don’t really, I cry easily), but shouldn’t we expect that this content be included for free with the game that we just purchased? I feel an analogy coming on...to me it seems a bit like buying a $110 jacket, only to realise that once you’ve got it home, it doesn’t have any buttons. Upon going back to the store you purchased it from to complain about the lack of buttons, the sales assistant tells you the buttons are an extra $13. So you have to make a decision. Sure, the jacket still functions without the buttons, but it’s a much better piece of clothing with them. But I ask you, dear reader, shouldn’t you have gotten the jacket and the buttons for the one price in the beginning?

You'll pay for my extra costumes, oh yes, you'll pay.

You'll pay for my extra costumes, oh yes, you'll pay.
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Let’s also consider Valkyria Chronicles. This was a great game, and no one could say that it skimped on its content or its quality. Well they could, but they'd be wrong. With that in mind, I’m much more inclined to pay a bit more for some additional quests to extend my time with the game, so you can imagine my delight when three DLC packs were released. But delight didn’t last long when I saw that one of the DLC packs was for a harder difficulty mode.

S-s-say what?

I’m not a game programmer, and I’m sure it’s time consuming to make a harder difficulty level, that wasn’t available in the original version. I’m sure it takes at least a couple of minutes. But surely if I’ve paid to play the game, and will probably pay for the additional content, the least they could do is to chuck in the increased difficulty level for free.

Time for the preachy bit
DLC is on a slippery slope. What is there to stop developers from deliberately holding back an extra difficulty level in the future – one which they developed at the same time as the original game – and then charging Joe Public extra for it a couple of days after the game’s release? What about not creating a proper ending for a game, and making people pay for it later on (which you could argue is what Prince of Persia did). In short, what should we expect ‘out of the box’ and what should we expect to have to pay for these days? It seems to me the line is blurry and developers are keen to test us out. My advice – no matter how much you love a game, don’t pay $10 for a cool new set of rabbit ears to put on your character that you should have gotten for free. Reward developers who make decent DLC, not those who want to exploit their loyal customers. And don’t pay for content that fixes the flaws in a game that is sub-standard to begin with. And don’t do drugs, except for smack, cause that stuff is bitchin'.

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18 Comments
3 years ago
Another great read Jason.

Criterion's Burnout Paradise is a great example of DLC done right. Not content with creating a great, open-world racing game, Criterion spent a good twelve months delivering free additional content, and further tweaking the game play, garnering respect from gamers and the gaming media alike. Sure, Criterion are are now charging for the new DLC today, but they have certainly delivered value and great on-going support up to this point.

Hopefully other developers can look to Criterion's lead on this.

Of course we could alway hope that the free market would figure this one out. Consumers could support games with great DLC, and ignore the developers who are serving up half-baked games and price gouging on the DLC.
3 years ago
And so it is that I find myself buying less and less on launch - its much better value to wait for a anthology pack OR grab the game cheap (sales/used/budget re-release) and add the DLC for a end total no higher then launch price. You might miss the hype period while your friends rave about the game, but you get the complete product and generally end up with the games that go some distance rather then shine in the moment.

Of course charging $50 for micro-expansions when you release the complete anthology 2 weeks later for $70 is just taking the piss out of your fan base (tales of valor im looking at you)
3 years ago
Most DLC is bad, but there is a few good examples, but these companies are businesses and I don't want to see where this is going to end up.
3 years ago
Ya know what, sorry I think the argument that people are rushing incomplete games out the door because DLC is available is kinda a load of crap.

There have always been **** half finished games rushed out the door, they have existed since we've had games. To blame them now because DLC is available is a bit of a stretch.
3 years ago
Benza, I'm not blaming rushed games solely on DLC or the ability to patch. I think you've simplified it a bit.

I'm saying it can now happen a lot more because of the ability to patch and add content. It's more a warning for the future based on some things I see happening now. It's also a discussion about not supporting the DLC provided by developers who provide rushed and sub-standard games.
3 years ago
Yeah dont buy that RE5 vs crap
or the saints row 2 dlc either.
3 years ago
PALGN wrote
You mean, I just went and paid $109.99 for a new game, and two weeks later, you're selling 'premium' content to me for thirteen bucks?
That also describes games like Rock Band, where premium content even comes in the weeks/months leading up to the release, but isn't included in the retail game.

Since Harmonix can crank out a minimum of 3 songs a week I'm wondering why my copy of RB2, having been almost a year in development, isn't sporting ~150 or more songs on the disc.

Bit of a double standard to complain about DLC coming out a fortnight after release in one game, while not complaining about DLC for another game that gets released weekly during the entire development cycle.

edit: to fix crazy punctuation
3 years ago
I'm very picky on the DLC I will purchase for my PS3. The rule of "how long after the original game release?" generally applies. Also, is it just "good value for money?"

I purchased the Saints Row 2 DLC, coz I love that game (have completed start to finish three times!), and was itching to get back to do some more things in that world. Saints Row 2 "Ultor Exposed" DLC is CLEARLY developed after the released game was completed. Spending $12.95, after this game had given me 6 months and approx. 100 hours of enjoyment, was a no-brainer decision for me.

However, I have not felt compelled to get DLC released only weeks after the game came out. That is truly an insult to my wallet and my heart.

For add-on content for games like Singstar, Buzz and Little Big Planet, the model is a little different. DLC here makes ABSOLUTE sense. It's much better to cheaply add-on content of your choice, than purchasing a completely new "follow-up" disc, as was (and is) the case for PS2 games of this genre. It's great now to NOT have to purchase another Singstar disc of apprpx. 30 songs, when I know I will only ever sing 10 of them (sing them very badly, btw). Same goes for BUZZ. I dont need to spend $50 on another disc... when trivia packs can easily and relatively cheaply be immediately downloaded and added.

Sorry, this message was a lot longer than I expected! icon_razz.gif
3 years ago
Rufati - the difference for me is that Rock Band has 60+ songs on the disk to play, so if you play through all instruments and vocals it's a 30+ hour game. That's good value in my book.

You also buy Rock Band knowing you can download content down the track and as Travers suggests, it makes sense for those games that are 'party' games.

The reason they can't chuck 150 plus songs on the Rock Band disk is probably due to disk size limits as well as the costs of purchasing the rights to songs. I think 60 plus is pretty generous.
3 years ago
You get 100 with Rock Band 2, if you include the 20 free downloadable ones. And when they are making the game they have to do more than make the charts for the songs, there is a lot more in RB2 than the first, so they would be spending time on that.
3 years ago
I recently bought HAWX, and got the DLC plane pack for it yesterday. A bunch of 'new' planes... funny how it was an instant download, meaning all the planes were on the disc in the first place. I looked into it more on the internets and found out that the players of the PC version have managed to crack it and get those planes, plus another two packs which will obviously come out in the future, for free. That is just infuriating. At least Ace Combat 6's DLC, while also a ripoff, were still new skins you actually downloaded...
3 years ago
That's pretty sickening, on the plus side it'll bring back PC gaming, because everyone will just crack their games to get the "full" experience.
3 years ago
Jason Picker wrote
to me it seems a bit like buying a $110 jacket, only to realise that once you’ve got it home, it doesn’t have any buttons. Upon going back to the store you purchased it from to complain about the lack of buttons, the sales assistant tells you the buttons are an extra $13.
This was a piss poor analogy. You would expect the jacket to come with buttons, but we don't all expect games to come with a heap of extra costumes. Also, you would see in the shop that it didn't come with buttons, just as if you were on this website looking at a game, and the preview/review telling you that there is DLC for this game and what it is.

The thing with DLC now is that its part of the pitch when releasing a game. You get a certain amount of development time, but so many ideas that the team wants to do. Instead of delaying the game to put all the features in the game, you can release the game to get an immediate return then keep going with your ideas and release them as DLC. Yes some are a quick cash in, but its really up to the user to decide what's worth it or not. I know I would rather have the option
3 years ago
Jason Picker wrote
The reason they can't chuck 150 plus songs on the Rock Band disk is probably due to disk size limits as well as the costs of purchasing the rights to songs. I think 60 plus is pretty generous.
No not disk size, I can't see them using up more than half a DVD worth of data for Rock Band. it would come down entirely to the almost entirely licensing fees. Even to turn the song to one playable in the game wouldn't take very long.
3 years ago
sEiFeR - While you may say that you don't expect a game to come with extra costimes (which wasn't my only point, but let's continue), I do because we've had the option for extra costumes in games for years before DLC. The real point is that I don't expect to pay too much for this sort of piddly content. A few bucks at most.

I also think you over-estimate how much the general public knows about the DLC which is available for the games they buy, other than the obvious ones like Rock Band and Buzz etc. I generally have no idea before I buy a game, but maybe that's just me.

Plus, a lot of the time the announcement of the DLC is after the release of a game, so you can't know in advance, especially if you purchase it on day one. To keep with your analogy, when you go into a shop, most game boxes don't tell you there is DLC content avaiable for that game that you'll have to pay for later on if you want everything that game has to offer.

And if you want to improve my analogy about the jacket, consider the same scenario, but for a jacket purchased online where you couldn't actually see the butttons. I didn't expect anyone to think that hard about it icon_smile.gif
3 years ago
Nice read, Jason
3 years ago
Unfortunately, where there is a situation like DLC that has no regulation or quality control, you will get the sweet and the sour. You will have companies like Criterion and RockStar that will give you bang for your buck and you have those like Capcom who charge for content that is speculated to either already exist ingame, or be devilishly easy to develop (vs mode, im looking at you).

Some companies will continue to take the piss as long as there is a fool born to pay for it.

To see how far (or badly) things have gone with downloadable content, take a look at Epic and their Mega Bonus Pack for Unreal Tournament 2004 and compare it to being forced to pay $6.95 if you want to replay a game with an increased difficulty level..

Things are only set to get worse in my opinion.
3 years ago
True Jaws. I guess the market will determine what content developers can get away with.
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