tzimize said:
The problem is that DLC is there instead of something better. DLC in almost all cases is shit. A main offender being for example CoD (thank god I dont play it). Rehashed levels for exorbitant prices. What we COULD have instead, is moddable games.
The thing is, if a game NEEDS to rip off its customers after release, someone should have done a better job with the budget. If a game WANTS to rip off its customers after release, its just (or in a fair world should be) bad business, at least long term. If your customers see that you are ripping them off, they will abandon your product, and hopefully not come back the next time around. If you just make a good game instead, people will usually like it, buy it and play it. If you in addition make it MODABBLE, you will extend the lifecycle of the game, the value of the game (to no real cost to the company because it doesnt have to develop ANY addition content afterwards) and the goodwill of the company. A game with a lot of good mods can make much more sales as well. Half life would be a prime example of this.
DLC gets in the way of all this. Who wants to pay 20? for a shitty map pack if there are five billion at least as good fan made free maps? No one. DLC is in the way of modding. Modding have given us mountains of great content. DLC is bad value, its unnecessary and greedy. It benefits NO ONE but the money grubbing developers. Give me ONE example of DLC as valuable (to the customer) as say CS, action half-life, DOTA (granted from just a map editor, but the editor is powerful enough to make want to call it a mod), RPG levels in Starcraft/WC3, Black Mesa, DayZ or the endless amount of extra levels/conversions for DOOM for example. This is what we COULD have instead of DLC, but we WONT have both, because no one would buy the shitty content if they could have all this awesomeness for free. DLC is bad, and anyone buying it should feel bad.
At the risk of saying "CoD is the whole problem with X" I really think that if it weren't for $15 3-map packs, DLC would have kept around the $10 window. The map packs sold like crazy (as CoD does), and told the industry people are okay paying $5 a map.
As for examples of good DLC, I'd argue for Secret Armory of Fort Knoxx in Borderlands 1, which gave players an endgame, tons of new loot to grind, 11 new levels (allowing for brand new broken builds), and fun characters. It's not the same value as the SC2 mod community, but it's a professionally made, lengthy addition to a game, making me think more of a full on expansion, and not of horses in armor. Tiny Tina's Dragon Keep in BL2 was already really fun, but didn't really fix the issues of the main game that Secret Armory did. Dragon Age Awakening also was a massive addition to the DA:O, to the point where it was practically a sequel, and sold for $30. Granted, you could get it on disk (making it closer to an expansion pack), but it predominately sold over digital means. Arkham Origins: Cold, Cold Heart is a better version of Origins, giving a great story with new gear that actually separates Origins from City. Endless Space's Disharmony added brand new factions and modifiers, allowing for a whole suite of new game options and ways to achieve victory. Oblivion's Shivering Isles had Sheograth, and that's all that needs said. Dishonor's Birgmore Witches DLC did more than most mods can, by bringing the extended world of Dishonored into the visible game, with full production values and staying true to the developer's vision of the world. Also, it did random enemy pathing and challenging enemies actually fun in a stealth game.
Finally, Firaxis has two notable DLC's to their name - Civ V's Gods and Kings DLC added in entire new game mechanics and politics with religion, simultaneously giving the base game and modding community a kickstart. The vanilla game became far more interesting, and modders had a whole suite of new tools to make enjoyable experiences. Xcom's Enemy Within added an entire new enemy faction, stories, and two new major customization paths that remained balanced to the original game, even as a (small) modding community had grown up around the game.
I'm cherry picking DLC here, but the same can be said of mods. For every XCom Long War, DotA (or Aeon of Strife), Prop Hunt, or stellar LittleBigPlanet community level, there's fifty piles of crap. Also of note is that DLC comes out much quicker than mods - DayZ was under development for years and has minimal moment to moment gameplay changes from the base Arma game. Cold, Cold Heart came out 6 months after the base game, had a meaningful story (which Origins lacked) with full voice acting and animation, and had new mechanics and tools. It also clocks in at maybe 4 hours of gameplay, while DayZ was designed for the player to lose all progress and start over repeatedly, allowing for hundreds of hours to be easily spent. That said, CCH feels much more polished to me than DayZ ever did, and felt more worthy of my time.
And I believe that DLC and modding can exist together - Firaxis, Bethesda, and Blizzard have all shown this. The issue with Evolve is they haven't announced pricing beyond the season pass, and it would be really easy to make something obscenely broken and post it on a steam workshop, working against the competitive nature that Turtle Rock seems to be trying to make. Honestly, I prefer using developer made characters and weapons over community ones, especially in competitive games. Good devs make balanced additions to the arsenal, whereas my experience in Killing Floor has shown that modders like to add broken laser guns before a sensible assault rifle. With maps, I don't care as long as there is a server browser as to avoid crappy fan maps.
Personally, I see good DLC practices as the current version of expansion packs - meaningful additions to the game that don't merit a full sequel [sub](BL: Pre-Sequel should have been DLC)[/sub]. Modders existed side by side to expansion packs back in the days of Warcraft 3 and Red Alert 2, and I don't see why they can't now. While DLC like Deathstroke challenges in Arkham Origins, Horse Armor, or others give the method a bad reputation, there were bad expansions packs too (ex: Soulstrom and Red Alert Uprising). I hope Evolve
eventually goes mod friendly, but I'm more willing to have a year or two of developer-made additions before the community roulette wheel starts spinning (similar to how Killing Floor's mod support came into being).
RicoADF said:
I would agree however the game has preorder DLC, and worst of all its 'reduce the grind' DLC which tells me that the game will get boring. You don't offer 'skip the leveling' as a selling point of the game unless something is terribly wrong. Also I've heard that one of the monsters is a preorder reward so they've locked off content. Games that do that can f#*k off.
One of the monsters is preorder, but I think it's similar to the statement they released here - something they've been working on, but won't be done by launch. That said, preorder bonuses need to die in a fire, and releasing an infographic about how awesome your preorder monster is before the game/monster are done is just obnoxious.
Edit: First captcha: "Which one is hottest" - Lettuce, snow, fire. I answered fire. It told me I was wrong, made me do a second Captcha. Captchas are dumb.