Saturday, 12 September 2015

The Curious Case Of DLC In Game Design

By Jennifer Marie Anderson


There seems to be a negative stigma associated with DLC, and for good reason. For so long, it's been a term that many gamers have been skeptical about, since it hasn't always been done well. Game designers may want to implement these into their future projects, but there is a level of care must be taken beforehand. For this reason, if you want to know about the ways in which DLC can be handled, please consider the following talking points.

For those who do not know, DLC is defined as downloadable content. Specifically, it's additional content that's added to a game following its release. This can come in a number of forms, ranging from new costumes and weapons to big quests for players to get lost in. DLC, in and of itself, is a strong concept and its appeal is understandable. However, as time has shown us, not everyone seems to understand this concept as well as they probably should.

One of the reasons for this lack of enthusiasm, as it relates to DLC, is the value. Season passes have become commonplace with numerous big-budget titles, as these allow consumers to obtain all of the downloadable content that's released at an efficient price. The problem is that people may not know what they are getting with the season pass, which graduates of art colleges may agree with. What this means is that money can be wasted on content that, admittedly, should've been in the game to begin with.

In order for game designers to be successful when it comes to DLC, value has to be presented. It should be worthwhile to players who have already spent their money on the initial software. Keep in mind that most gamers know when something will be worthwhile at the onset, meaning that it's difficult to trick them. Respect should be given to this group of individuals and one of the ways to do this is with the creation of downloadable content that is meaningful. Any Long Island advertising agency that understands this industry can agree.

It's easy to see that, when made well, DLC can be a promising venture for game designers to take. It's just a matter of understanding how well the content in question is made, and if it's priced well. No one wants to pay more than what's necessary for content that, in some cases, isn't all that it's made out to be. Regardless, if you are passionate about video game development and wish to build consumer trust, DLC should be a less daunting venture.




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