Jumat, 09 Oktober 2015

DLCs and Updates From Developers' Perspective

The terminology DLCs (Downloadable Contents) often leaves bad tastes at gamers' mouths. they have been synonymized as a thing that takes more money from the pocket for a product that we already paid for. Unfortunately the reputation of DLCs is getting worse from time to time, as almost all developers release their games with priceys DLCs to follow. Even worse, some DLCs are either very integral part of gameplay experience (like 2K Showcases on WWE 2K15 and 2K16), actually part of the main game's storyline (Ashura's Wrath anyone?), or just too many and not cheap (2K).

Does anybody still remember the debacle of Assassin's Creed Unity? A game released to the market so unfinished, it's considered one of the worst video games disappointments in (the already disappointing) 2014. Although the overall quality of the game has improved a lot after 3 (massive) updates, the damage has already been done not only to the game, not only to the Assassin's Creed series, not only to Ubisoft, but to video games industry as a whole.

However, what is the reasoning of DLCs and patches? Are they simply greed of industry? Or is there something more complicated behind them? Last August I got a chance to visit and did interview with Rachmad Imron; the founder of Digital Happiness and director of DreadOut. Arguably the most successful Indonesian video game to date. There, he offered me his insight and view about DLCs from developers' perspective. They'll probably give readers another point of view about DLCs and Updates.

First of all, Mr Imron told me, the production costs of video games, especially the Triple A ones, are incredibly high. So high that some don't reach break even point until years after they were released. Also, in many cases the sales of video games alone are not enough to cover the costs. This is where DLCs come in handy. Developers can gain significant extra income by selling extra digital items that are related to games. The quality and prices of DLCs depend on the developers obviously.

Another factor is publishers' demands. Mr Imron hypothesed that the numerous (and notorious) DLCs of Batman Arkham Knight must have something to do with Warner Bros Games. Especially because they are under contract with certain retailers and consoles which demand them (which in turn demanded Rocksteady) to create exclusive contents. Mr Imron's hypothesis probably explains why there are so many "Best Buy Exclusives", "WalMart Exclusives", "Playstation Exclusives" label on a DLC. Although the evidences of his hypothesis is still limited, it makes sense.


As for updates, or patches as we like to call it, Mr Imron said they're like double edged sword. On one edge, it really helps developers to add, tweak, fix things on/to their games. If a game was released broken 10 years ago, the only way to fix it is to retract it, and release an updated version. Which would cost developers a lot. On the other edge, the quality control of a video game can be low as developers tend to rely on post-release updates. This most likely happen in annual video games where deadlines are tight. Mr Imron added that he believes many video games are packed, distributed, and released at 75%. In other words, they are unfinished. The rest will be added via mandatory day one updates. As much as this pains gamers (especially those with slow internet connection), mandatory day one updates are a good countermeasure against piracy.