DLC & What Gamers Must Be Aware Of
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.
Downloadable content - or DLC, as most people know it - is defined as additional content added to a game following its initial release. The content in question can come in various sizes, whether it's in the form of new costumes or expansive quests. On the surface, this is an attractive concept, not only for developers but consumers as well. In the past number of years, though, it seems like this has become more of a hindrance than a benefit.
There exist many reasons why DLC has developed a negative reputation, but I think that season passes have had the greatest impact. Even though the concept behind these passes is promising - paying for all additional DLC at a discounted price - it hasn't always been met with success. Not all content has great value, meaning that the premium paid beforehand may be seen as less worthwhile. To say that this puts consumer trust at risk would be an understatement, as I'm sure graduates from art colleges can attest to.
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.
Downloadable content - or DLC, as most people know it - is defined as additional content added to a game following its initial release. The content in question can come in various sizes, whether it's in the form of new costumes or expansive quests. On the surface, this is an attractive concept, not only for developers but consumers as well. In the past number of years, though, it seems like this has become more of a hindrance than a benefit.
There exist many reasons why DLC has developed a negative reputation, but I think that season passes have had the greatest impact. Even though the concept behind these passes is promising - paying for all additional DLC at a discounted price - it hasn't always been met with success. Not all content has great value, meaning that the premium paid beforehand may be seen as less worthwhile. To say that this puts consumer trust at risk would be an understatement, as I'm sure graduates from art colleges can attest to.
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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