Whenever an avid gamer hears the term "DLC," it almost sets an alarm off in their minds. Without question, many of these individuals have been burned on these supposed deals, spending more money than necessary on content that wasn't worth it in the long run. It's for this reason that game designers must be aware of how DLC is handled. For those who are looking to learn as much as possible, in this respect, please consider these details.
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.
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.
Keep in mind that DLC is not necessarily a bad thing. As a matter of fact, it can be one of the best pieces of additional content that can be added to any video game, regardless of the genre it is slotted. With that said, there have been more than a few cases of DLC being done poorly, which should be taken as a collective learning experience by newcomers in the field. Only then will you be able to make the most out of this subject matter as possible.
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.
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.
Keep in mind that DLC is not necessarily a bad thing. As a matter of fact, it can be one of the best pieces of additional content that can be added to any video game, regardless of the genre it is slotted. With that said, there have been more than a few cases of DLC being done poorly, which should be taken as a collective learning experience by newcomers in the field. Only then will you be able to make the most out of this subject matter as possible.
About the Author:
If you'd care to get involved in game design, as a job, begin by heading over to ArtSchools.com today.. Also published at DLC & What Gamers Must Be Aware Of.
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