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 for this lack of enthusiasm, as it relates to DLC, is the value. Season passes have become commonplace with numerous big-budget titles, as these allow consumers to obtain all of the downloadable content that's released at an efficient price. The problem is that people may not know what they are getting with the season pass, which graduates of art colleges may agree with. What this means is that money can be wasted on content that, admittedly, should've been in the game to begin with.

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.

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.




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