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.

Downloadable content - or DLC, as most people know it - is defined as additional content added to a game following its initial release. The content in question can come in various sizes, whether it's in the form of new costumes or expansive quests. On the surface, this is an attractive concept, not only for developers but consumers as well. In the past number of years, though, it seems like this has become more of a hindrance than a benefit.

There exist many reasons why DLC has developed a negative reputation, but I think that season passes have had the greatest impact. Even though the concept behind these passes is promising - paying for all additional DLC at a discounted price - it hasn't always been met with success. Not all content has great value, meaning that the premium paid beforehand may be seen as less worthwhile. To say that this puts consumer trust at risk would be an understatement, as I'm sure graduates from art colleges can attest to.

How exactly can the concept of DLC be effectively handled, you may wonder? More than anything else, I think that it's a matter of showing that your downloadable content has value. To say that this is vital would be an understatement, since most people who play video games on a routine basis will see if new content is meaningful. With that, they can make the decision as to whether or not a purchase should be made. When your work is worthwhile - and any Long Island advertising agency can attest to this sentiment - it will be accepted with praise.

As you can see, DLC is not always a bad thing. When it's made well, it can prove to be some of the finest additional content in the world. Of course, DLC hasn't always been done well, which is why game designers should be mindful of the traps that game companies have fallen into the past. This way, they will be less likely to fall into them, which can help them create new projects that they can be passionate about and gamers can be excited for.




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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.

Downloadable content - or DLC, as most people know it - is defined as additional content added to a game following its initial release. The content in question can come in various sizes, whether it's in the form of new costumes or expansive quests. On the surface, this is an attractive concept, not only for developers but consumers as well. In the past number of years, though, it seems like this has become more of a hindrance than a benefit.

There exist many reasons why DLC has developed a negative reputation, but I think that season passes have had the greatest impact. Even though the concept behind these passes is promising - paying for all additional DLC at a discounted price - it hasn't always been met with success. Not all content has great value, meaning that the premium paid beforehand may be seen as less worthwhile. To say that this puts consumer trust at risk would be an understatement, as I'm sure graduates from art colleges can attest to.

How exactly can the concept of DLC be effectively handled, you may wonder? More than anything else, I think that it's a matter of showing that your downloadable content has value. To say that this is vital would be an understatement, since most people who play video games on a routine basis will see if new content is meaningful. With that, they can make the decision as to whether or not a purchase should be made. When your work is worthwhile - and any Long Island advertising agency can attest to this sentiment - it will be accepted with praise.

As you can see, DLC is not always a bad thing. When it's made well, it can prove to be some of the finest additional content in the world. Of course, DLC hasn't always been done well, which is why game designers should be mindful of the traps that game companies have fallen into the past. This way, they will be less likely to fall into them, which can help them create new projects that they can be passionate about and gamers can be excited for.




About the Author: