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meyrsTer: Currently I am doing a dissertation on the issues of DLC.
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mrkgnao: For a degree in...?
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meyrsTer: 7)What is your take on Subscription Based DLC which is reportedly in the works for games like Guitar Hero. What if subscription based DLC in the future made their way to be in games like Battlefield and Assassins Creed.
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mrkgnao: Don't really know what this is. If you'd care to explain.

But if it in any way prevents me from buying the game and all its DLCs, say five years from now, or if it in any way prevents me from playing the game and all its DLCs, say twenty years from now, I don't like it.
Im doing an MBa in Cardiff. About the subscriptiopn based DLC, before this to enjoy new songs on Guitar Hero, u can buy each song or buy them in a pack. With the subscription thing, u pay 10$ per month and get all access ot the DLCs.
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meyrsTer: snip
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Brasas: The immediate thing that jumped out to me is how you categorize release (which is ultimately a point in time) at the same level as pre and post-release (which are actually infinite periods of time). This taxonomy by itself struck me as artificial and your very first example of episodic content is a perfect one to show why: You could just as easily have considered episodic content separate releases, or a series of post releases after the 1st episode instead of pre-releases. It's unclear to me why this model serves you... but whatever, let me actually answer your questions.

3) The way you are phrasing the question implies a mostly narrative experience being artifically cut short. It's almost begging the question... How about phrasing it more neutrally like: Would you pay for short epilogues offering more details about consequences and outcomes of the game ending? Or find actual examples... the ME3 ending might be a good one? And by the way 2 hours might be a significant portion of many games. I though 8 to 10 hours was the standard for narrative driven action for example... so 25 to 20% is not necessarily a "short" addition. Heck 120min is a normal movie length...

4) and 4.1) You're leaving out so many possibilites. How about replayable good story? Or whatever structure without story? All of these can have DLC... Anyway any entertainment media I will estimate and value the effect on me rather than the consumption time. Obviously this is something for which thematic evaluation, aesthetics and knowledge of the author as well self-knowledge is key to determine if I buy or not - play time does not come into factor mostly. Just absolute price. Actually total supply available and already purchased also counts as I only have so much time. For games I think at this stage in my life accessibility counts most. Too casual will bounce off as boring and maybe finish without impact, too long risks the same outcome due to slow starts... Both very short (under 1 hour) and very long (over 20 hours) playtimes will likely just make me consider the purchase more carefully...


8) Ouch. Biased phrasing. Why use "justify"? Use neutral language: For those who play TS, how much have you spent on DLC, do you find it in hindsight to have been worthwhile? Why did you buy? Something like that...
Hi,
Thanx for the reply. You raise some good points there.
On the pre-release stage, i mainly focus on pre-orders. Where you are buying future content. Same as pre-ordering season pass. I am trying to get how gamers as consumers pre-orders/buys the said stuff as in how they value such purchases.

I did discuss the ME3 ending in my paper and yes my phrasing could use a little work.
Abou the hours, i love Mafia 2, but i did not buy the story dlc becasue it was too short. Same as Shadow of Mordor and Arkham Knight where the Batgirl DLC took only 1 hour to complete. So for example in the Batfgirl DLC case, who is it for? For those who want to play as batgirl or the ones who actually care about the story?

A replayable good story would certainly be a dream to all gamers wouldnt it. Appreciate that you expressed how the effect of video games matter upon you. Thats what im looking for in the discussion.

Thank you for pointing out the TS question.
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dtgreene: A similar case is cheat DLC. That is, DLC that gives the player a huge advantage, particularly when it isn't done in an interesting way. If the DLC just gives me XP or equipment that is eventually obtainable without it, I also consider that inappropriate. Similar to DLC that lets you skip part of the game. If such DLC is selling, it is a symptom that the game is poorly designed.
Hi, the "cheat" DLC, are you referring to single payer games like you can buy "No Sacking" cheat for 3 pound in Football Manager 2015, or in Multiplayer games where higher stats weapon can only be bought through micro transaction?
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woosk: 7) The subscription based plan would have to have a bigger discount than purchasing individual DLCs separately. The subscription based plan and DLCs it cover would still have to add value to the game, and not just churn out DLC only in-game items or boring challenges that have been used and repeated a lot in many games now.
Hi,
7) Well the point of having subscription DLC is to have more value. You get to play all the songs for and example of 10$ per month. Hence if you are planning to play the hell out of guitar hero for that one month, then in my opinion, it is a bargain. However, if you seldom play it or play few songs over and over, then it would not be of value.
Post edited August 19, 2015 by meyrsTer
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dtgreene: A similar case is cheat DLC. That is, DLC that gives the player a huge advantage, particularly when it isn't done in an interesting way. If the DLC just gives me XP or equipment that is eventually obtainable without it, I also consider that inappropriate. Similar to DLC that lets you skip part of the game. If such DLC is selling, it is a symptom that the game is poorly designed.
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meyrsTer: Hi, the "cheat" DLC, are you referring to single payer games like you can buy "No Sacking" cheat for 3 pound in Football Manager 2015, or in Multiplayer games where higher stats weapon can only be bought through micro transaction?
I'm thinking of, for example, DLC that gives you ridiculous amounts of XP or of the game's currency with very little effort. For example, I hear the most recent Etrian Odyssey has DLC that gives a repeatable quest that yields large amounts of money with very little effort, as well as one that provides a way to triple experience point gains. Those are the sort of things that should, if made available, be presented as cheat codes rather than paid DLC.
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meyrsTer: snip
You're welcome.

Glad my feedback was useful - since you are clearly in an academic setting I was relatively sure you'd react positively to such mild critique. Survey language is a very subtle yet sometimes surprisingly strong influence. Also, even if my data on DLC is mostly non existent (I think), I'm at least happy that you managed to extract something from my perceptions and opinions on value.

A comment on replayable narratives - things like rogue-likes and sandboxes (both GTA and CK style) are kind of close to being replayable narrative generators already. It's kind of all the fashion now, just consider the prevalence of procedural generation.
I did intend to answer this sooner, I hope this will still be of use.

1- I am not against DLC, but am no fan. It must give me a sense of value for money.
I will buy a season pass to extend the story, add new areas, characters or a mix of each.

2- No I do not feel the DLC must transfer. If the DLC was not originally in the game it makes little sense to me that the DLC should be forced to be passed on because the original owner bought it.

3- If I bought a game and it ends on a cliffhanger I expect a full episode ending.
I would only accept this in something story driven. In something like GTA, Hitman or COD it can just take a hike. On the other hand a DLC that continues the story after a complete and full filling game would be considered, even if it were listed as only being about 2 hours long.

4- It depends on the game, and the DLC on offer. Saints Row the Third DLC came as both short story missions and extra weapons. I am happy with both types as the game was substantial and held it all together well.

4-1- Replayability is based more on the core game features and appeal of the world delivered. Do I wish to continue playing, and try out these new game additions. Do I want to play the game again and up the anti against me or in my favour.
Story is more about the feeling to continue to play the story to the end, do I become invested in the game, the characters and the world.

5- No. Retail and platform only DLC are nothing more then a depraved marketing gimmick that actually makes the companies developing, publishing and selling look more like jerk monkeys then audience friendly entertainers.

6- No. If I do not want to buy the maps I will not. I can always just play on their game anyway.

7- No. Buy a game once and be done. Subscription based DLC is nothing more then empty hype to take money without any tangible return. It is not yours and will never be, pay up to look at OUR shinies.

8- Play the base games, only buy the DLC that looks interesting. Never amounts to you buying the whole thing, plus buy on sales.
The DLC's are for the publishers to mitigate the cost of repainting and small adjustments. It is more for getting that one train you want then owning every train ever built, and even then it would still be cheaper.
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meyrsTer:
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meyrsTer: snip
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Goodaltgamer: OK first off, you are making a tiny little mistake there, brought forward by your lovely gaming industry ;)

A lot of the so called DLC are actually add-on's, but they were relabeled as well into DLC. Why? to make the same mistake as you are doing now. Too mix up anything in this area and also justify DRM backwards.

The difference is rather clear, an add-on may require the original, but is not necessarily depended on. Further it adds new gameplay and content, quite often with the same length (or even more) as the main program. (Look at Settlers/C&C and so on)

DLC were introduced to mix up this market and bring stuff in, which in before were considered patches.

A counter example here (despite using the IMHO the wrong names) TW3:

You have the game itself:
You have the free DLC (correct as you can play the game without them)
and you have the expansion pass (formerly known as add-on and not a DLC)

And then you have other games, were right from the start you find points saying, you need DLC to continue further. So the program was castrated and this part taken off the game to sell it extra.

And on top of it the games have to check online if the everything is legit and/or updates available.

This dwells over into the XYZ-specific DLC. Only a marketing tool to further push an agenda. Too say it simple: You want to play the real XYZ, you have to play it on platform ABC.

The PC, which does not have this limitations (with proper HW), is being left alone.

Now for your picture:

Day one patch I think would be the more proper term. I can understand the industry to implement this as a safeguard as quite often games had been leaked prior to release, so long there is no extra hurdle to download it, otherwise it would be DRM.

Post release: All those were prior called add-ons.

The term DLC would also refer to mods, which you (as intended by the industry) left out of this picture ;)

So if you really want to write a dissertation you have to start from scratch again, as your questions do fail to take i.e. mods into it ;)

Just my 2 cents ;)
Thanx for the reply.
Actually, what u have listed i already explain them in the paper.
For example, i stated that patch is not DLC. Patch is to make sure the game is stabilize and runs well on that platform. if a patch is a DLC, then what about the arkham knight patch fot the PC. Only on the PC arkham knight reportedly runs bad. So if you are a console player, you are not entitle to it.
Besides that, i did not consider mods as dlc.
Some of the mods does not not have the developers permission to make. That is why most of it are free.
Whereas DLC, unless it is stated its free, players must pay in order to enjoy.
I get it if your argument could be centered upon for example in The Witcher 3 where a free modkit was given as part of their free DLC.
I also put in a point where DLC is part of the marketing gimmick, especially in the pre-order stage.
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meyrsTer: snip
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Brasas: You're welcome.

Glad my feedback was useful - since you are clearly in an academic setting I was relatively sure you'd react positively to such mild critique. Survey language is a very subtle yet sometimes surprisingly strong influence. Also, even if my data on DLC is mostly non existent (I think), I'm at least happy that you managed to extract something from my perceptions and opinions on value.

A comment on replayable narratives - things like rogue-likes and sandboxes (both GTA and CK style) are kind of close to being replayable narrative generators already. It's kind of all the fashion now, just consider the prevalence of procedural generation.
Yeah, true that.
It was my supervisor's idea to characterise them in release timing order.
The reason i agree to it was becasue if i were to list the type of DLCs i would ahve doen it with just a google search.
I thought with this it would get a different perspective on it (probably) lol
Since what im doing is qualitative in nature, that is why the questions are quite random.
I already wrote 8000 words and the questions i gave was suppose to be filling any holes i encounter.
and mate, this is video games we are talking about,
it would be stupid of me if im not expecting any flak, critique and feedback. =p
Post edited August 21, 2015 by meyrsTer
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011284mm: I did intend to answer this sooner, I hope this will still be of use.

7- No. Buy a game once and be done. Subscription based DLC is nothing more then empty hype to take money without any tangible return. It is not yours and will never be, pay up to look at OUR shinies.
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meyrsTer:
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011284mm:
Thanx for the reply.
But what about those who stream Netflix and Spotify. They dont own the songs and movies.
They merely owns the rights to VIEW it.
With subscripton based DLC it would have value to those people who plays the game regularly.
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011284mm: I did intend to answer this sooner, I hope this will still be of use.

7- No. Buy a game once and be done. Subscription based DLC is nothing more then empty hype to take money without any tangible return. It is not yours and will never be, pay up to look at OUR shinies.
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meyrsTer: Thanx for the reply.
But what about those who stream Netflix and Spotify. They dont own the songs and movies.
They merely owns the rights to VIEW it.
With subscripton based DLC it would have value to those people who plays the game regularly.
I think viewing subscription DLC as being like Netflixs and Spotify is wrong,
When you buy your subscription to those places you are getting a right to view what they have available, you can watch any film on Netflix and listen to any song on Spotify. Games companies would not just let you have any DLC.

I would not buy it either way, but could you see Steam saying we give you access to any ANY game you want from the store and all you need do is pay $20 a month. Now for an extra $10 you can have all the DLC for which ever game you are playing.
I cannot see that working, and that is the more customer focused version of it.
What I see happening is say Guitar Hero releases 30 DLC tracks. You will pay them $5 a month to have access to them (great deal). You pay $5 a month for the full 3 yeas until the next game comes out and when they get bored of supporting this game as they want you to move on. You will have paid out $180 for 30 tracks of music, and in the end you loose them at the point they no longer support the game.
At the same time you are also paying Rockstar, EA, Sony, Microsoft and Ubisoft $5 each to play their games and respective DLC. $30 a month to play games you should by month 5 have paid off in full if only you had bought them outright. No wonder the games companies thing this is a good idea.

Also Netflix and Spotify both suck. I can check out a song on Youtube to decide if I want to buy it or the album, and films are £3 in supermarkets after about 1-2 years.
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meyrsTer: Thanx for the reply.
Actually, what u have listed i already explain them in the paper.
For example, i stated that patch is not DLC. Patch is to make sure the game is stabilize and runs well on that platform. if a patch is a DLC, then what about the arkham knight patch fot the PC. Only on the PC arkham knight reportedly runs bad. So if you are a console player, you are not entitle to it.
Besides that, i did not consider mods as dlc.
Some of the mods does not not have the developers permission to make. That is why most of it are free.
Whereas DLC, unless it is stated its free, players must pay in order to enjoy.
I get it if your argument could be centered upon for example in The Witcher 3 where a free modkit was given as part of their free DLC.
I also put in a point where DLC is part of the marketing gimmick, especially in the pre-order stage.
You arrrrrre welcome ;)

Mods by (kind of definition ;) ) do not need the permission, if they don't break the law they are legit (IMHO)
But if you do not consider mod as DLC, it is a tiny bit of a problem, DLC does not really distinguish between those two, hence I would really make this clear ;)

And DLC free or not.....hmmm..... a lot of games did provide the possibility to mod for free.....IIRC that was kind of the origin of mods and DLC.

Again based on my (maybe faulty ;) ) memory mods and kind of DLC were first, the paying model was later. quite a few games did offer editors for free (which do fit the DLC definition quite well) but they did not charge for it.

NOW it depends on your dissertation were you want to go ;)

The part of pre-order I couldn't agree more ;)

Most of the time it sounds to be more off a sale-tool, but rather as a support idea. (Here IMHO Witcher 3 being rather the exception....)

Too dwell into the difference of mods and dlc a bit: (or better to say the non difference ;) )

Arkham knight I only know from the press.....But the idea I get from your replies (please correct me if I am wrong ;) )....

How to phrase it.....it seems to be that you consider a DLC only as a DLC if it extends the game, BUT that is kind of a problem as DLC by definition does not distinguish between them.....This could be a dissertation on it's own ;) One problem which is being brought upon us as a customer is that the industry is not making a clear definition or trying to set standards, hence it is rather confusing and misleading....

Most of the times (best counter example here TW3) it is not really DLC but rather trying to make a milking cow ....If you think of FIFA (i.e) here, they supply patches as a full price version....There were times were the developer supplied an editor so that modders were able to supply the data without the company violating the law. But it doesn't happen anymore......

The problem really is that DLC is such a broad term and it would really depend on your intention ;)
low rated
An interesting topic for a thesis. Have you written it yet? Can I read?
Hello. It's nice to meet someone who actually does research and isn't above asking actual gamers about the topic. :)

My answers to the questions:

1) I'm not against DLC in the past and present, especially when it comes to sizable portions of new content. But with more companies "pushing the limits" of acceptable manipulations with gaming community, I'm not sure I wouldn't change my mind.

2) I'm not sure what are you talking about. Reselling (and thus buying a "pre-owned") game is a thing of the past.

3) I would consider to demand a refund for the base game. XD

4) Since I value any game mostly for the story, I would say that I prefer the story DLC too. But I play some games for gameplay reasons - in that case I would buy "gameplay DLC". It really depends on a game.

4.1) For example BioShock Infinite has a great sotry, but mediocre gameplay. So I would rather buy Burial at Sea (a story that connects it to original BioShock), but not Clash in the Clouds (just some skirmish battles). In case some MP shooter or racing game, I would rather buy DLC with additional tracks/vehicles, than some "story DLC".

5) No.

6) I don't know. I don't play MP much. And I don't have friends I play with at all.

7) I don't know, what are you talking about, but I don't like subscirptions period.

8) I don't play Train Simulator.

P.S. I've looked at your DLC chart. Why Free2Play, Freemium DLCs (I think you mean microtransactions in Free2Play games) are in "Release" category? Most of microtransaction options are added post-release.
Post edited July 17, 2019 by LootHunter
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meyrsTer: 1) If you are against DLC in the past, would you change your mind in the future if DLC actually gives hours of content for example the Witcher 3 season pass which allegedly would give another 30 hours of gameplay?
Those were called add-ons and/or expansions in the past. Now, with digital distribution, it's also called DLC, same as the infamous Horse-Amour... Expansions are fine though.
2) If you bought a pre-owned game and the former owner bought all the DLCs, for you to enjoy its DLC, it is required of you to purchase it again, would you buy it or do you consider the former owner should transfer all the DLCs to you?
What use has the previous owner of the DLC, when they don't own the game any more? Strange question.
3) Would you consider buying a short (less than 2 hours) story DLC to finish the story, especially if it ends on a cliffhanger?
I would consider a game that requires you to spend more money to see the proper ending shit in the first place. I would only buy some Complete Edition or GOTY in this situation.
4) Which do you prefer, short story and high replayability DLC (example: Burnout Paradise DLC includes new area to explore) or low replayability with a good story (probably just to finish and experience the ending).
See my answer to 3) for "to experience the ending". In principle both can be well done, so I don't have a preference.
4.1) If your answer to 4 is "It depends", then how do you determine the value of such content? How do you value the worthiness of story and replayability?
I could write an essay here... there is no simple answer.
5) Does having platform or retail exclusive DLC actually felt rewarding?
No.
6) If your best friend(s) own a DLC (or season pass) and you don't, for example in Battlefield 4, would you felt "peer-pressured" to buy it since you cant play on the DLC maps with him/her?
I don't play MP. But I'm kind of a completionist, so I'm always tempted to buy all DLC (and artbooks, soundtracks) for a given game. That's why I prefer Uber Complete Deluxe Editions in the first place.
7)What is your take on Subscription Based DLC which is reportedly in the works for games like Guitar Hero. What if subscription based DLC in the future made their way to be in games like Battlefield and Assassins Creed.
Since this can only be done by using DRM - not interested.
8) To those who play Train Simulator, how do you justify buying those DLCs which amounted to £3000+
Not applicable to me, but I know someone who spent 10,000 hours in MSFS with tons of (paid) third-party add-ons. So I guess the playtime/price ratio is not worse than "conventional" games.
You chose an interesting topic. So...

1) I am not against it per se, it depends on the amount of content and price. Actual expansions, like The Witcher 3 you mentioned, are more than welcome.

2) I suppose this applies to console games more, I have only bought about 3 physical copies in the last 5 years and I only buy second hand for collecting purposes, but I suppose DLC are separate purchases, so they don't have to transfer (unless the game included season passes etc.)

3) This is a tricky one, it seems sort of nefarious :-). I wonder why there would be a need for such a DLC unless planned beforehand. Maybe in the event of a cancellation of the sequel, but in that case what can a 2-hour story DLC really do? So it would heavily depend on the price, in principle I would lean towards no (certainly at full price), maybe when it's discounted.

4) This depends on what makes sense for a game, so more story based or character focused DLC for likewise story based games and vice versa. Also, good stories don't necessarily mean low replayability (if it's choice based), so it's possible to have the best of both worlds.

4.1) Very broadly I tend to look at it as hours of play vs euros spent, but that tends to change as you have less and less time available. I also don't have as much time for replays, so a good story is more valuable to me.

5) No, usually it's gimmicks like different skins, an armor, weapon, etc. I don't really support the practice. Kickstarter exclusive content would be borderline, perhaps, since the game wouldn't have been made without the backers.

6) I don't know, I don't play multiplayer or co-op games.

7) Hopefully this isn't what we're heading to, but who knows. A subscription would probably necessitate more frequent delivery of new content, which could in turn mean lower quality, when does this subscription even end, etc.? So a no for me. Though, now that I think about it, aren't season passes a sort of subscription already? I mean you even have games that have season 1, 2, 3, etc.?

8) If you truly believes you got your money's worth, maybe if it's the only game you play, but I would really question the "value" of such add ons, mobile games are even worse in this regard. Or look at something like the Sims, with its myriad of €40 "expansions". I suppose the only way I could justify it is if was the only game (or one of the few) I played, spent thousands of hours in it and buying DLC is like buying new games for others.

I really wonder how you are going to develop your thesis, I feel like it would be an interesting read.

Hopefully this was of help and good luck!
Ehem....

Posted August 13, 2015 !!!

I really do hope that the work is done and the writer was successful...