Thursday, September 10, 2015

The Curious Case Of DLC In Game Design

By Jennifer Marie Anderson


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.

For those who do not know, DLC is defined as downloadable content. Specifically, it's additional content that's added to a game following its release. This can come in a number of forms, ranging from new costumes and weapons to big quests for players to get lost in. DLC, in and of itself, is a strong concept and its appeal is understandable. However, as time has shown us, not everyone seems to understand this concept as well as they probably should.

One of the reasons why DLC has gained a sketchy reputation is due to the lack of value associated with many major releases. All you have to do is look at season passes, which have generated more than their fair share of criticism. It's easy to see why, since people may not know what will come with these passes. If they fail to deliver, the premium that consumers have paid in the past may not be seen as worthwhile, which negatively impacts the concept of trust between said consumers and those who have graduated from art colleges with game design degrees.

How exactly can the concept of DLC be effectively handled, you may wonder? More than anything else, I think that it's a matter of showing that your downloadable content has value. To say that this is vital would be an understatement, since most people who play video games on a routine basis will see if new content is meaningful. With that, they can make the decision as to whether or not a purchase should be made. When your work is worthwhile - and any Long Island advertising agency can attest to this sentiment - it will be accepted with praise.

As you can see, DLC is not always a bad thing. When it's made well, it can prove to be some of the finest additional content in the world. Of course, DLC hasn't always been done well, which is why game designers should be mindful of the traps that game companies have fallen into the past. This way, they will be less likely to fall into them, which can help them create new projects that they can be passionate about and gamers can be excited for.




About the Author:



No comments:

Post a Comment