- Gelugon_baat
- Rank: Big Smoke
- Member since: Jul 11, 2003
- Last online: 05/22/13 2:05 am PT
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Cover Shot
I should start by saying that product value is ultimately a form of perception. It is different from person to person, and there are no industrial standards whatsoever for the empirical measurement of value - even for products other than video games. In other words, value is subjective, and it would be rare indeed for everyone to see eye-to-eye on this matter.
Now, on to the subject matter of DLC.
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FORMERLY EXPANSION PACKS
The way I see it, DLC packages are the evolution of expansion packs of yore. They do practically do the same thing: add content to an existing game, albeit with an asking price. Previously, expansion packs are sold as physical packages that are quite useless without the original - sometimes even the disc from the original package is needed (and not just the installation of the original game), if the installer has some particularly irksome copy protection measures.
DLC has not changed this by much.

At least ugly and vague checklists are gone from the range of promotion methods for DLCs.
In other words, DLC packages still need the original game to play (apparently), and therefore, if there is any value to be seen, it can only be seen by those who already have licenses for the original game packages.
Anybody else may just see it as nickel-and-diming of those who have the licenses.
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DLC MUST ADDS SOMETHING THAT IS NOT THERE
Regardless of whether these "additions" are seen as convincing additions or ripping out of content from the original package, they are still technically additions to the basic package for the game. By the same note, this must be what DLC does - technically adding something to the existing package.
In other words, DLC packages that unlock what is already there in the existing package are of very questionable value indeed. Capcom, as a particular example of a game-maker that makes DLCs, could not adhere to this technical view of DLC.

Capcom deserves all bashing that comes it way.
Of about the same contention is content that is believed to have been intended for the original package, but apparently is not there in any way but had been packaged as DLC. This belief arises from the perception that the content that the DLC brings could have been integrated into the original package in such a manner that they would not have seemed like an expansion, i.e. they appear to very much belong to the original package and would not seem out of place.
One of the games that may have this issue is the first Dragon Age game and its Stone Prisoner DLC. Shale is a surprisingly well-conceived character, with many lines and interjections throughout the game, even at the very beginning. Personally, I have a very strong impression that Shale was intended to be part of the vanilla package of the game (similar to how HK-47 was for Knights of the Old Republic, who is thought to be the inspiration for Shale's character designs).

Guess the odd one out.
Other than the disjointed segue for the quest that introduces Shale, Shale seemed to fit into the vanilla package of Dragon Age: Origins very well - suspiciously well.
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FREE IS THE BEST WORTH
Expansion packs of yore had the excuse of having to be packaged and shipped over to customers, thus ever requiring the consumer to pay for them. DLC does not have the excuse of having to be physically packaged.
Of course, one can argue that there are development costs as well as hosting and distribution fees charged by their digital distribution partners to be covered. But here are the caveats: when will development costs be broken even, and what if there are no substantial fees to be paid on a gradual basis?
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The segment to the right of the break-even point is just too lucrative for DLC makers.
The only ones who would know are the game-makers and their distribution partners of course, but what is going to stop game-makers and their distributors from continuing to charge even after the development and distribution costs of the DLC have been broken even? The cost breakdowns are opaque to consumers, who won't know where their money would be going to if they buy them.
The Call of Duty: Modern Warfare 2 DLC packages come to mind, such as Resurgence, which is still US$15, despite having being around for a couple of years.
Therefore, the worth of a DLC package will always be questionable and never certain, whatever the price, as long as there is one and the decisions that went into its pricing is kept private and unknown to the consumer.
Free DLC, on the other hand, has a much less questionable worth. Of course, one can argue that the game-makers and digital distributors may incur losses from this, but it will be hard to argue that 'free' is not the best value that a customer can have for a DLC package.
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AND NOW - PLEASE AFFORD ME SOME GRIPING
No, I am not going to gripe about how DLCs are evil and such. In fact, I am quite receptive of DLC - especially if they are free. Also, do keep in mind what I have said about value being a subjective perception.
Instead, what I will gripe about is how indie game-makers themselves are warming up to premium DLC packages. Considering that they are not supposed to be like corporate game-makers, I find it very disappointing that some of them are doing the same thing that the latter are doing, only with lower prices.

Trendy Entertainment is one of the worst of them.
Of course, most of them offer free content updates, but not all of them kept doing so - Edmund McMillen comes to mind as a disappointing example for having attached a price tag on Wrath of the Lamb, which is a DLC for Binding of Isaac.
I don't like DLC very much, but I do believe that it is a convenient way of bringing content updates to games and increasing their value. I can only wish that game-makers would consider adding more value to customers than always trying to cover costs - that's just one step away from seeing customers as just mere sources of income.
Also, as I have said before in earlier blog posts of mine, if I don't like what a game-maker is doing, I don't peruse their products - simple as that.



