The philosophical debate regarding DLC present on a retail game disc at launch may not be getting any closer to a resolution, but one man is committed to making it as transparent as possible. Having been at the other end of consumer rage over the issue, Epic Creative Director Cliff Bleszinsky weighs in.
“When you’re making a game, and you’re getting into a ship cycle, there’s often three or four months where the game is basically done. And you have an idle team that needs to be working on things,” he explained.
“And often for compatibility issues, [on] day one, some of that content does need to be on-disc. It’s an ugly truth of the gaming industry. I’m not the biggest fan of having to do it, but it is one of the unfortunate realities.”
The Controversy of On-Disc DLC
The controversy surrounding on-disc DLC (Downloadable Content) has been a hot topic among gamers for years. Many feel that if content is already on the disc, it should be included in the base game price. The idea of paying extra to unlock content that is technically already in their possession feels like a cash grab to many consumers. This sentiment has led to significant backlash against game developers and publishers who employ this strategy.
However, from a developer’s perspective, the situation is more complex. As Bleszinsky points out, the game development cycle often leaves teams with idle time once the main game is complete. Rather than letting these resources go to waste, developers can use this time to create additional content. This content, while ready at launch, is often planned as DLC to extend the game’s lifespan and provide ongoing revenue for the developers.
Balancing Business and Consumer Expectations
Balancing the business needs of game development with consumer expectations is a delicate act. On one hand, game development is an expensive and time-consuming process. The revenue from DLC can help recoup costs and fund future projects. On the other hand, consumers expect value for their money and can feel cheated if they believe they are being charged extra for content that should have been included in the initial purchase.
One way developers can address this issue is through transparency. By clearly communicating their plans for DLC and the reasons behind on-disc content, they can help manage consumer expectations. For example, if a developer explains that on-disc DLC is necessary for compatibility reasons and to ensure a smooth gaming experience, players may be more understanding.
Another approach is to offer a mix of free and paid DLC. Free updates can keep the player base engaged and satisfied, while paid expansions can provide additional revenue. This strategy can help mitigate the negative perception of on-disc DLC by showing that the developer is committed to providing ongoing value to their customers.
Examples from the Industry
Several games have successfully navigated the on-disc DLC controversy by employing these strategies. For instance, “The Witcher 3: Wild Hunt” received praise for its extensive free updates and reasonably priced expansions. CD Projekt Red, the game’s developer, was transparent about their DLC plans and provided significant value to players, which helped maintain a positive relationship with their community.
Conversely, games like “Street Fighter X Tekken” faced severe backlash for including a significant amount of on-disc DLC. The perception that players were being asked to pay extra for content they already owned led to widespread criticism and damaged the game’s reputation.
Conclusion
The debate over on-disc DLC is unlikely to be resolved anytime soon. However, by understanding the complexities of game development and striving for transparency, developers can better navigate this contentious issue. As Cliff Bleszinsky highlights, while the practice may be an “ugly truth” of the industry, it is not without its reasons. By balancing business needs with consumer expectations and providing clear communication, developers can work towards a more harmonious relationship with their player base.
Source Gamespot
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