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.
If you're curious to know what DLC is all about, two words should be understood: downloadable content. Essentially, it's additional content that's added to a previously released game, thereby expanding its lifespan beyond what it might have been otherwise. A particular video game's DLC could be as large as a new quest, or it might come in smaller amounts in the forms of weapons or costumes. Whatever the case may be, this promising idea has been abused more often than it should have been.
One of the reasons for this lack of enthusiasm, as it relates to DLC, is the value. Season passes have become commonplace with numerous big-budget titles, as these allow consumers to obtain all of the downloadable content that's released at an efficient price. The problem is that people may not know what they are getting with the season pass, which graduates of art colleges may agree with. What this means is that money can be wasted on content that, admittedly, should've been in the game to begin with.
How can game designers avoid the pitfalls associated with DLC, you may wonder? I believe it all comes down to a single term: value. The content that's produced following a game's release should be worthwhile to players, and many gamers are savvy enough to know if these deals will be worthwhile. It's up to the designers, then, to ensure that every piece of DLC is made well. It will be purchased and, as a result, funding will be obtained so that future projects can be created. It's simple business that any Long Island advertising agency can observe.
It's easy to see that, when made well, DLC can be a promising venture for game designers to take. It's just a matter of understanding how well the content in question is made, and if it's priced well. No one wants to pay more than what's necessary for content that, in some cases, isn't all that it's made out to be. Regardless, if you are passionate about video game development and wish to build consumer trust, DLC should be a less daunting venture.
If you're curious to know what DLC is all about, two words should be understood: downloadable content. Essentially, it's additional content that's added to a previously released game, thereby expanding its lifespan beyond what it might have been otherwise. A particular video game's DLC could be as large as a new quest, or it might come in smaller amounts in the forms of weapons or costumes. Whatever the case may be, this promising idea has been abused more often than it should have been.
One of the reasons for this lack of enthusiasm, as it relates to DLC, is the value. Season passes have become commonplace with numerous big-budget titles, as these allow consumers to obtain all of the downloadable content that's released at an efficient price. The problem is that people may not know what they are getting with the season pass, which graduates of art colleges may agree with. What this means is that money can be wasted on content that, admittedly, should've been in the game to begin with.
How can game designers avoid the pitfalls associated with DLC, you may wonder? I believe it all comes down to a single term: value. The content that's produced following a game's release should be worthwhile to players, and many gamers are savvy enough to know if these deals will be worthwhile. It's up to the designers, then, to ensure that every piece of DLC is made well. It will be purchased and, as a result, funding will be obtained so that future projects can be created. It's simple business that any Long Island advertising agency can observe.
It's easy to see that, when made well, DLC can be a promising venture for game designers to take. It's just a matter of understanding how well the content in question is made, and if it's priced well. No one wants to pay more than what's necessary for content that, in some cases, isn't all that it's made out to be. Regardless, if you are passionate about video game development and wish to build consumer trust, DLC should be a less daunting venture.
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If you'd care to get involved in game design, as a job, start by heading over to ArtSchools.com today.. Free reprint available from: The Curious Case Of DLC In Game Design.
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