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The Almighty Buck Games

When DLC Goes Wrong 261

Posted by Soulskill
from the horse-armor dept.
kube00 writes "Poorly done downloadable content is one of a gamer's worst nightmares right now. Where a publisher stands to make some money, gamers get screwed. Whether it's the overpriced extra maps/costumes DLC, on-the-disc-at-launch DLC, or DLC that is nothing more than a remake of other content, no game is safe from bad DLC. That includes Modern Warfare 2, Bioshock 2, Uncharted 2 and a host of many other popular games. Is there a chance to fix this system?"
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When DLC Goes Wrong

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  • Re:Yes! (Score:5, Informative)

    by bhcompy (1877290) on Thursday November 11, 2010 @03:30AM (#34194022)
    Gay Tony is what you call an expansion pack. It is a completely new campaign, rather than a package of costumes and multiplayer maps. It also provided more gameplay time as a cheap expansion than Medal of Honor or CoD:BO in their full $60 campaign splendor.
  • Re:Yes! (Score:5, Informative)

    by ratinox (582104) on Thursday November 11, 2010 @03:53AM (#34194096) Journal

    Obsidian loses points though for making the end of the game contained in a DLC. I don't know if they had the original ending and decided they could do better (which would be more legitimate) or if they decided they'd be losing money to put all that content in one game (less respectable) or if they decided they could squeeze more out of us by breaking it up (woudn't put it past them).

    However it happened, it was a good game and I didn't think twice about buying New Vegas.

    Are you referring to the Fallout 3 Broken Steel DLC, which raised the level cap to 30 and allowed the game to continue past the original cutscene-to-menu ending once the main plotline had been completed? If so, I think you meant "Bethesda", as Obsidian are only responsible for developing New Vegas.

    As far as I can recall, the decision to expand the "endgame" in Broken Steel came about as a result of request from fans who wanted to continue playing past the conclusion of the story. I seem to remember some BethSoft employee being quoted as saying they never anticipated that people would enjoy their game that much...

  • by YesIAmAScript (886271) on Thursday November 11, 2010 @04:05AM (#34194162)

    Nor were skins.

    The first DLC map was free.
    The next two maps were $3.99 for the pair.
    The next two maps were in a $9.99 pack with an additional co-op game mode and six skins.

    There were two skins packs, each was $6 (IIRC, I didn't buy either of them).
    There was also a motion comic pack which came with two skins.

  • Re:Yes! (Score:5, Informative)

    by icebraining (1313345) on Thursday November 11, 2010 @06:37AM (#34194694) Homepage

    An expansion pack you download is a DLC.

  • by trawg (308495) on Thursday November 11, 2010 @07:45AM (#34194886) Homepage

    I cannot belieeeeeeeeeeeve how quickly gamers fell for DLC. Or maybe I should say, I can't belieeeeeeeve how quickly I have turned into one of those old codgers saying, "back in my day..." - but a lot of the guys I grew up playing games with are now in the DLC trap, so it's not just a case of newbie gamers not knowing any better.

    Remember when you'd get a game, and then there'd be a level editor and maybe some mod tools? And then a few weeks after the game was out and you'd played the shit out of it, the first crappy maps would come out? And maybe a proof-of-concept mod?

    Then a month or so later, a mate would tell you about this great new map, and you'd fire it up together and play it. Then someone would tell you about some crazy new mod with a funny name like "Team Fortress" or "Counter-Strike" or "Desert Combat" that was a bit hacky, but still really good fun. Then more people would play, and it would grow, and change, and mature, and turn into a solid product all of its own.

    All the new school games just don't follow this model. They're cutting out almost any possibility of this process occurring by closing their development environments and charging $5 for every map under the guise of premium DLC, when they could create an ecosystem of nearly unlimited potential that would not only virtually enslave their player base and lead to more sales, but also lead to these entire amazing new brands for them to cash in on.

    Team Fortress started as a free mod and turned into TF2 (with a very long lead time), one of Valve's most successful brands now. Counter-strike is still ludicrously popular. Desert Combat (mod for BF1942) evolved into Battlefield 2. Red Orchestra turned into a successful standalone game.

    Sure, not every mod turns into a huge amazing thing, but if you create a remotely decent game with well-thought out multiplayer and throw in decent development tools, you can STILL create premium DLC and sell it to users, but you'll also get vast amounts of free content for your game. And as long as you have a vaguely decent management system for your online CD keys, pretty much each game will be a sale.

    GET OFF MY LAWN

  • by justinmikehunt (872382) on Thursday November 11, 2010 @09:23AM (#34195352)
    Exactly. I've stopped buying many games near launch, mainly because of budget. These days games drop in price so fast (except AAA Wii titles!), that within a year I can usually get them for about $20. But a pleasant side effect of this, is that within that year, many games release a GOTY edition, and I get all that DLC with it!

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