The DLC Machine
Thursday, March 11, 2010 at 6:45AM
Mike van Gelder
Sick of hearing me rant about downloadable content (DLC)? Well then I'm afraid this article isn't for you. Yup, that's right, I fully intend going off on another long-winded rant about the mechanics and implications of pay-content that extends the existing game that you've already bought and paid for.
Today, we discuss the DLC machine: games that primarily exist as a platform for micro-transactions.
Before broadband became widely available, we were forced to enjoy only what was on the game disc, and nothing else. We didn't know any better, because DLC hadn't been invented yet. It was actually impossible to imagine having the ability to extend your gaming experience. You were left with the game on the disc, and nothing more.
Then, broadband internet came along, and with it came a whole host of new revenue streams and business models. At first timidly, and then bolding rushing along to the point that 90% of new game releases have DLC planned or available on the day that consumers can buy the game itself. This abundance of extra content has lead to a new type of game, that which I call the DLC Machine. Let me break it down.
Think of a game like Pain, available for download from the PlayStation Network. Your core experience will set you back about 10 bucks, and you will get the bare minimum of levels and characters to play around with. To really enjoy the game, you will have to splurge out on DLC, which offers much more characters and levels than the core experience and at a higher price (for all of it). In a sense, the game exists solely to sell more DLC. And there is DLC in abundance to be sold.
From famous characters like David Hasselhoff, Andy Dick and George Takei to PlayStation titular stars like Dax from Jak & Daxter and Buzz from the Buzz series, with a whole bunch of randoms thrown in between. You can also buy more levels, which seems the best way to expand your experience in the game. The characters are fun, with unique catchphrases and funny looks, but ultimately do little more than amuse, while levels actually provide more to do.
Another example that could be classified as a DLC Machine is the Rock Band and Guitar Hero series. You've paid for the the engine and a "core" component of songs, but to truly get the most out of your rhythm music game experience, you'll want to buy the songs that you really love and enjoy. With six or so songs releasing every week for purchase, eventually you'll find something that you are willing to drop money on.
Personally I haven't bought anything for Rock Band or Guitar Hero, even though I'm a huge fan of both. This is primarily because songs are not available for download here in South Africa, for whatever reason. Very frustrating that willing consumers are denied the opportunity to spend their money.
Can you think of any other DLC Machines? Let us know in the comments!





Reader Comments (1)
My biggest problem is that a lot of the DLC available these days is already on the disc, meaning that we're paying for an unlock rather than actual content