On
the one hand, we have a practice that single-handedly demolished a gaming brand’s
goodwill (loot boxes), and on the other, we have expansions and DLC which, when
practiced correctly, offer a way to get extra revenue for making actual, valuable
content that extends a game’s value proposition in a pro-consumer way.
We
all hate when gamers are nickel-and-dimed into buying content that should have
been in the base purchase of a full-retail-price game. Not only this, more nefarious
practices have become more commonplace in the last year; loot boxes totally
ruined Battlefront 2 and Shadow of War and led to a controversy that left waves
rocking the industry for potentially years to come. Utilizing the
ethically-questionable methods of gambling, loot boxes inherently represent
greed and cynicism in its worst form. Unlike DLC, there is no redemption for
the loot box.
On
the other hand, with DLC there is a very clear distinction between the wrong
and the right way to go about business. Gamers undoubtedly have a love-hate
relationship with DLC, as since its widespread adoption in the 360/PS3
generation it has led to some good and a lot of bad, potentially even paving
the slippery slope that landed us into the dubious territory of the loot box.
There are good DLCs and bad DLCs, and the distinction needs to be made.
The
wrong way to go about offering videogame DLC is clear and obvious; stripping
content already expected of the game to sell back as an ‘expansion’, holding
DLC hostage as a pre-order bonus, or the method most popular in mainstream
gaming today which is to sell a ‘season pass’ that is often costed at more than
the initial outlay of the game itself. The list goes on of every example of DLC
gone anti-consumer. A dishonourable mention goes to the selling of pointless
extraneous content such as costumes that would otherwise have been present in
the game as a reward for player activities. The much-maligned ‘horse armour’,
as seen in Oblivion, is a famous example of how costume DLC can go badly, badly
wrong.
However,
the important distinction between the practice of DLC and loot boxes or
microtransactions is that as a method of keeping player engagement and
maintaining a profitable player base is that there is a way to do DLC in the
right way. For example, most gamers would agree that The Witcher 3’s DLC is a
shining example of how to behave in an otherwise cynical industry.
The
best examples of DLC are those that expand the game’s playtime and replay
value. Grand Theft Auto IV and Red Dead Redemption excelled in their own DLC
offerings, with the content being so meaty that they were later sold as full games
(Undead Nightmare, Ballad of Gay Tony and The Lost and Damned). The content described
was great simply because it offered a valuable expansion that was tangible to
players.
A
more modern example of DLC done right can be seen in Resident Evil 7. Capcom
already earned my goodwill in this case because they delivered a stellar
mainstream horror experience, and possibly the best AAA game to come out in
years. Not only this, but the deal was sweetened with the initial offering of
the free ‘Not a Hero’ DLC. While it suffered from its own issues, there is no
denying that there is a good sign in giving an expansion for free that most
unscrupulous publishers would eagerly strip out and monetize.
While
yes, the concept of the dreaded ‘season pass’ reared its ugly head with
Resident Evil 7, the sheer excellence of the content proved to be worth
downloading. The banned footage, which gave us an actual expansion and
elaboration on the game, used the mechanics to a great effect that changed the
whole tone of the product. Simply through delivering something worth buying,
Capcom made DLC that I am willing to buy.
It
feels so painfully stupid to say this, but 90% of doing DLC right is not rocket
science; it’s just to deliver a good package that is worth the price. Resident
Evil 7’s DLC was fun to play and offered something different and new to the
main experience. If this, and the other good examples of game DLC are anything
to go by, it’s that there is plenty of gamer goodwill out there, if you treat
gamers right. It may come as a shock to EA games, but the way to sell a product
is not to manipulate the customer, or to engage in anti-consumer practices, it’s
simply to make something worth buying.
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