With the recent death of EA's online pass I thought I would take a moment to talk about DLC and online passes, and what developers need to do to make them work. First off we have to think about who DLC is for: it's for the people that want to see more from a game after they have completed the main game. Before the age of downloads there was DLC, back then it was known as an expansion pack. The expansion pack allowed developers to add something to the game that they couldn't fit in upon release, the worst example is of course The Sims expansions that just added IKEA products. A good example would be the Age of Mythology expansion : The Titans. It added a new short story campaign and more options for the multiplayer side of it. So what makes DLC good? Well a good piece of DLC adds something for everyone, not just one particular set of players. A bad idea is to just add map packs, add some news features to the game or even extend a characters story beyond the main storyline. Now this won't work for every game, it all depends on what the game is. For example I know very few people who play Call of Duty or Battlefield for the story, they buy and play it online with friends and DLC is used in this case to keep multiplayer content fresh and exciting right up until the next release. But it seems that both DICE and Activision (I realise that Activision do not develop Call of Duty, but I also know it goes between developers) just release new map packs. So how can they avoid this constant slew of new maps, whilst keeping the multiplayer matches interesting? By adding new features, such as new weapons, new perks or, if they must add just new maps, adding in extras that will either help or hinder the player such as preset traps, hidden passages that lead to unique vantage points with a cache of ammo or a timed event like a helicopter with a turret that allows you to attack enemies from above etc. This would mean that matches would not be about who is the best, but would add an element of strategy to the game, do you go for the helicopter or camp out nearby and kill anyone who attempts to take it? Do you explore a narrow passage that could be a trap or a new place to snipe from? These simple additions would make the new maps interesting whilst breathing new life into the old maps. I realise that Call of Duty: Ghosts promises this already, but this has been a problem for the entirety of this console cycle and will not stop because of one game. As for the games without multiplayer, developers will need to listen to the fan base and get feedback on what elements of the story player would like to see more of/changed. Would they like a new difficulty setting, or more information on a particular character or setting, or even a mechanic? These are the questions that must be asked before DLC is created. Once a developer knows this they can start to create content that explores these features. I am waiting with bated breath for the Bioshock Infinite DLC as they seem to have come up with a similar idea of how to create DLC, but this is just my hope. And finally we come to everyone's favourite punching bag, online passes. No matter what EA say the online pass was an attempt to stop piracy and get some money from pre-owned sales. Which makes sense, if someone were to write a book and they only sold a few hundred copies and the rest of it was lost in second hand bookstores they might be annoyed that they haven't earned as much money as they could. However, what they would not do is lock the end of the book from second hand users until they have paid for it. The game that is often held up as a shining example of how to do a good online pass is Batman Arkham City, which, if bought new, gave the player access to the Catwoman story and the ability to play as Catwoman. This was not necessary to the game, but was a nice addition to it, the same as DLC. So how would developers get around this one? Well the best answer I can give is to look at something extra that the player might enjoy having, but is not crucial to a particular aspect of it. I've heard a lot of people say this before but it still holds true, developers should be rewarding their customers for buying new, not punishing them because they want more money.
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