In the beginning, there were expansions
Before the advent of digital distribution, if you wanted to publish additional content for an already existing game, you had to go through the same path that the original game went through, that is: Retail.
Retail means that you have to print out physical copies of your game content, along with manuals, boxes, etc. Once you have your product all packed and neat, you need to get it to the consumer, and that means a distribution chain, which involves shipping, distributing, stocking and shelving. All of this printing and boxing and shipping and shelving costs money, and the audience for this product is limited to those people who already own the original game, so in order for this investment to make sense to the publisher (who are the people than normally cough up the money), the original game better be a huge hit, and the new content you're offering better be appealing enough to guarantee a return on the investment.
All of this means that you didn't see expansion packs for many games, and when you did, this were normally pretty big chunks of game, we're talking quasi sequels here.
But Why make new content for an old game?
So what are the reasons behind this need to make more of the same game? why not make a sequel? or a different game altogether? the reasons as I see it are these:
- Creative motivation: Game developers often work on a single game for several years, they put a lot of time and effort into creating these worlds, characters and plots, and often they are forced by time or budget constraints to leave out parts of the game that they would still like to tell, but these parts may not be enough to form a fully fledged sequel. Another advantage of creating added content for an existing game is that you can use all of the existing code instead of creating a new engine from scratch.
- Gamer demand: successful games often motivate users to create a connection to them, but since games have limited content, the consumers can be left asking for more. Maybe a few extra levels that focus on a particular game dynamic, or take the story a little further, or maybe a new game mode to bring some variety.
- Profit: and the most obvious reason of all, money. Games are a very commercial form of art. Since game development can be pretty expensive, the money normally comes from sources other than the developers themselves, and this sources are interested in having their money back, and then some, how much you ask? well, as much as possible of course. So if you have a game that sold well, a team that can make more of the same for a fraction of the cost of a new game, and an audience that is willing to pay, then it's a no-brainer: pay for some more development, distribute, and enjoy. And please, don't think that this is a bad thing, making games cost money, thousands of people enjoy them, the creators deserve to get paid well for their efforts.
And then came DLC
With the popularization of digital content distribution came a new way to get game content to the consumers. Digital distribution means that the user can directly buy and download the content that he wants directly onto his gaming platform, be it a gaming console or a PC. It also means goodbye to having to go through retail to get to the consumer, which in time means much lower production costs, and much larger profits. Now instead of printing and distributing thousands of copies with the risk of losing a large investment on those that don't sell, you can just put your content on a server where users can download it directly.
Now, the lower costs and higher profits mean an increase in the profit part of the motivation, and the lower barriers mean that investors are more willing to take risks on less popular titles, and on not so big content packs that can sell for much lower prices. And that brings us to: Hats.
Since developers can now easily create and distribute basically any add on that they can think of, they take the liberty and run with it, they are creating anything and everything from old fashioned game expansions, going through extra maps, skins, vehicles and weapons, to simpler sillier things like t-shirts, hats, and fancy dance moves for your characters or avatars.
I had originally planned on this being a discussion on whether DLCs are just a thinly veiled plot to separate gamers from their money, or one of the greatest things to happen to gaming in a while, but this entry has gone on long enough, so I guess I'll have to postpone that discussion for a later entry, so, stayed tuned for the exciting conclusion.
No hay comentarios:
Publicar un comentario