Today an Article went up on Gamespot concerning Bioware and their defense of the Day-One DLC in Mass Effect 3.
Many people very obviously didn't read the article and went straight to the comments. They then proclaimed that it should have been on the disc. They claim this is a scam and remember a time when games shipped finished. This is of course horribly misguided. It's clear why they would feel this way, but it's only because they don't know how the games industry works.
Allow me to enlighten you.
There are many different groups of people who work on a game. You have Directors, Producers, all kinds of designers, writers and many different artists. During the infancy of a game, the people who make the actual assets of the game don't have much to do, as there are no assets to create. Designers and writers come up with the story and general aesthetics of the game. Meanwhile artists are making concept art that they think will fit within the confines of their fantasy world.
Now you might be saying to yourself, "Well obviously Ryan, you didn't need to tell us how games are made". But this is very important. Not everyone is working at 100% for the entire game development cycle. Different points require different skills, and everyones job is dependent on how far other have come. Remember this.
A game typically goes through 4 points of development:
- Pre-Alpha: This is the pure concept phase. Characters are created and general story arcs are thought out. Your team is very small because of the lack of manpower needed. This is when you begin hiring for your super secret "AAA" project.
- Alpha: You have a general idea of what you want and assets have been created. This is your typical E3 Demo/vertical slice. They focus one part of the game they know is going to be there, and use it to show off their hard work. Your team has grown significantly in size.
- Beta: You're at a near final build. This is when general tweaks and focus testing are done to hone the experience and trim off the fat.
- Gold: This means your game is for all intents and puposes finished. You have submitted to the ESRB for approval, and then you send you game to get printed and shipped. This is also the time of hardcore bug fixing so you can maybe release a patch for launch day. Non essential team member are cut.
You'll notice I never mentioned DLC. This is because it's a relatively new idea that deserves its own full explanation.
DLC is planned. It always has been. They don't just think it up out of an urge to "screw the consumer". DLC is planned because it is a way to extend the life of your current game, fend off used sales and help accrue more money for a bigger, badder sequel.
Once the game has made it to beta, the job of a designer, while still hectic, is not as important as it was in the early stages. They are not pounded with deadlines to meet so their publisher can have a nice 3rd quarter or a big bump at the end of a fiscal year. This is when they plan for DLC. Now this DLC could be a new gun and armour set, or even a new character skin. Or it very well could be a side story and an expansion to the campaign that didn't quite fit in with the main story. In the case of Gears of War 2, they released a mission that was supposed to be in the game but didn't make it because of time restraints.
There are a lot of sacrifices and cuts made to games before they are released. This is why only the most popular games of old got "the lost level" releases because there was a demand for it and the money was there to release it.
Developers have different roles inside a company, and instead of resting on their laurels, they continue to work. This is something that would have never happened 10 years ago. All those people who are now working on DLC would have been fired or cut so that a smaller team could focus on making the planning stages of the new project. This is something not a lot of people know. Working in the games industry is a fickle matter because of how easily you are chopped off when the bulk of the work is done. Obviously senior staffers stay around, but it's difficult to become one and settling in with any developer is HARD.
So while these grunts are toiling away on DLC (Day 1 or otherwise), there game is being submitted, approved, pressed and shipped. This is something that happens for every game. I read a great analogy where a video game is like ice cream and DLC is the sprinkles. There weren't always sprinkles. But now that we have them; they're still not necessary. You can get them if you want, but if you don't, it doesn't detract from the overall experience because you still have your delicious ice cream.
I find this mass effect debacle to be especially interesting because what they're giving you is very much sprinkles. You get some extra weapons, a robot dog pet, alternate skins and a hoodie for when you're on the Normandy. Hardly something integral to the ME3 experience, wouldn't you say? Aren't you glad that no resources were diverted from the main game so that you could have these wonderful add-ons on the disc?
If you really want your shepard to wear a hipster N7 hoodie, petition Bioware to stop product, resubmit and print those millions of discs all over again.
Or you could lose that misplaced sense of entitlement.
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