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When DLC Goes Wrong

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?"

4 of 261 comments (clear)

  1. Yes! by zcomuto · · Score: 5, Insightful

    When people realise this, and stop buying DLC.

    1. Re:Yes! by ratinox · · Score: 5, Informative

      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...

  2. Re:Fuck you, developers. by Squapper · · Score: 5, Insightful

    As a senior game developer, i can tell you that no game released nowadays is EVER complete. And trying to making a game complete is like trying to write all the digits of Pi. It cant be done, you just have to draw the line somewhere and say "this is good enough". We work until our employers pry our hands from the keyboards and force us work on a new project. Then we sneak back and work a little bit more on the old one either because we are ashamed of the quality or because we love the project. And we HAVE to move on to new projects, otherwise game development would not be economically feasible and there would be no AAA projects such as the ones mentioned in TFA.

    And the point of doing minor DLC is not to make money from it directly. The point is to give a promise to the consumers that there will be DLC shortly, and make them hold on to their copies instead of reselling them, which would bring zero money to the publisher. This is not some theory of my own, it is what our publishers tell us when they are ordering us to do minor DLC. Why they charge so much for stuff that would have done it's job perfectly when released for free is beyond my understanding though.
    It's funny that the example in TFA where the true strategy was most obvious, the DLC for Alan Wake, was where the author was most happy with the product...

  3. Re:Fuck you, developers. by Rogerborg · · Score: 5, Interesting

    As an ex senior game developer, you and I know very well that the problem is that we write two (or three or four) games for every one that's published. And we do this because most of the industry is institutionally incompetent.

    Writers who can't make themselves understood; designers who say "give me an engine then I'll tell you what I really needed it to do"; engine devs who think they're writing the game; game devs who think they're writing the engine; artists who view resource limits as only applying to lesser talents; testers who are just frustrated designers; project managers who want to be producers; producers who want to be distributors; distributors who want to be writers, it's a massive dysfunctional clusterfuck from beginning to end. What amazes me is that anything actually gets released.

    If we had the discipline (as an industry) to write just one game for every game released, they'd all be AAA, and turn at healthy profit at $30 retail.

    --
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