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Epic Says DLC is not a Money-Grab. I’m not Buying it.

Epic Says DLC is not a Money Grab. Im not Buying it.

Epic Says DLC is not a Money-Grab. I'm Not Buying It



When speaking specifically to the consumer population of the gaming industry, you’d be hard pressed to find a topic of more heated debate and controversy than the idea of DLC, and for good reason. These days, you can’t even seem to get the plastic off of your newly purchased game without being bombarded by DLC announcements. The release of arbitrary DLC after seemingly every new modern title is simply becoming exhausting.

It’s annoying. It’s frustrating. It’s a concept that is here to stay whether we like it or not.

But are gamers (those who despise DLC) just in their outspoken objection to the practice of releasing pricey add-on content? Cliff Bleszinski and Rod Fergusson, lead developers at Epic Games, told Game Informer that they believe those people need to rethink their opposition to the practice.

“What people need to understand is that extra content is something that you have to plan.” said Fergusson.

Bleszinski then added, “You don't just lift up a rock and say, ‘oh shit, there's new levels!’”

Fergusson explained further by saying, “There are people who think that the first day of DLC development is the day after you launched. That’s not the way it works. A lot of it is that you have to prepare and plan and manage your resources and your people and everything to allow for that.”

He then attempted to explain that DLC is another way to resist the competitive used games market.

“It's less about shipping what's left over. It's not about, 'Oh, we had this map left over'... it's keeping the disc in the tray. In a used game culture that you have to actively fight against, I think DLC is one of the ways that you do that.”

It is certainly an inspiring outlook on the concept of DLC isn’t it? To think, all of this time we’ve been protesting “immediately following release” DLC because we think we’ve been getting exploited by developers and publishers, yet by releasing DLC instead of including such content at launch they are actually leading the fight against the evil used games market!

Sorry, Epic. I’m not buying it.

Considering that there is already planned DLC coming for the recently released Gears of War 3, it’s hard to consider Epic a neutral party with an objective standpoint. The harshest critics of DLC will argue that developers often intentionally prevent selected content from being released on day one of launch, and while I’m not sure the intent of DLC is that malicious, its growing popularity over recent years has undoubtedly led developers to question the maximum amount consumers are willing to pay for a single product. We have already seen a few facepalming examples of this quite recently.

Take Mortal Kombat, for instance. Less than a month after the game hit store shelves, a DLC plan had been announced that would give players the option of purchasing a total of four new characters and their classic skins as well. I ask, why? Why could these characters not be included on the disc at launch? These are the kinds of developer actions that lead us to believe that DLC is nothing more than a quick cash-grab opportunity in attempt to squeeze every nickel and dime possible out of consumers. But can we blame them? After all, the industry is a business and it’s the public that willingly purchases this content. Every time we do, we give the developers/publishers an excuse to release whimsical DLC for every future product they create. Activision and the Call of Duty games are perfect illustrations of this point.

When I bought Call of Duty: Black Ops for its initial $60 price tag, I was able to thoroughly enjoy it for about three months until Activision underwent the process of systematically exploiting naïve consumers. How did they do this? By doing nothing more than releasing a bunch of multiplayer maps. If you were to buy all four of the Black Ops map packs, you would have spent $120.

That’s $120, on a single game. Those that bought into the nonsense could have bought an entirely new game with that $60 they handed over. Activision essentially sold many customers one game with a loadout of maps and made a profit that normally would have taken them two whole, completely different games to make. This absurd and extremely blatant misuse of the concept of DLC puts those of us without another $60 at an experimental disadvantage. In fact, every time I get to the main multiplayer menu, Activision must remind me that I am a broke asshole who has not bought the map packs that are required for some playlists. Nevertheless, I would rather be a broke asshole than a susceptible fool who throws money at game developers when they offer me minute features that are exceedingly overpriced. As developers, there is simply no justification for making customers pay an extra $60 for your title’s full experience when they have already purchased the game at full price.

Of course, there is always the argument of, "If you don't want the DLC, don't buy it." It's a maddening argument, really, because the point is we should not have to pay extra for a game's complete experience when the advertised price for the "full game" said$60. Some gamers do not have $15 lying around every time a developer wants to release some new map or character option, yet that's what it takes nowadays to get the entire content available for some of our favorite games, and that sucks.

There remains a small fraction of developers and publishers who understand how DLC used to be defined and realize that add-on content should be a supplementary addition for an already complete game experience. Rockstar was once the paradigm of this concept. Grand Theft Auto IV’s expansions for example, The Lost and Damned and The Ballad of Gay Tony, provided players with two uniquely distinct stories and offered them the perspective of two brand new characters. It is this type of DLC that developers should try to imitate – wholesome experiences within that respective game universe which add further replay value to the core journey.

Similarly, the Undead Nightmare DLC of Red Dead Redemption gave players a valid reason to return to the Old West that captivated them so heavily in the original game. In addition to a single-player extension, the DLC brought five new weapons, new animals to hunt, and eight new multiplayer characters as well as an addictive online co-op mode that played out as a survival horror side-game.

Rockstar was indeed the model for DLC that gave gamers actual, sustainable content for a reasonable price. That was of course, before they bought into the idea of the “season pass” with L.A. Noire, which entailed a long term, pre-paid, post-launch downloadable content plan. Customers could get all of the announced DLC, which would cost $20 if bought individually, for $12. It is the idea that, “Hey! there’s lots of DLC coming for this game and you can get it all discounted if you invest now. But hurry! The pass price will only be on sale for a limited time!”

It’s definitely an interesting idea, but it has a fatal flaw. Most of the content that is offered in the pass consists of uninteresting, insignificant features. The L.A. Noire Pass for example, featured four new cases, none of which were very long or comprehensive, and a host of suits, guns, and challenges. This idea of the “season pass” seems to be emerging as a popular trend among developers as it has been taken up by Epic for Gears of War 3 as well as Activision who are pushing their Call of Duty: Elite service, which for an extra $40 annually gets you monthly DLC, daily competitions with virtual and real life prizes, the ability to level up your clan, and “Elite TV.” Yeah, more shit you don’t care about at a questionable price.

It is truly exasperating the way in which we can no longer enjoy the full experiences of anticipated games without consistently forking over more money to get them. This recent game release schedule saw some of the most anticipated games in quite some time, and it is very likely that more than just one title caught your eye. Let’s go back to the beginning of October. If you were planning on getting Rage, Batman: Arkham City, Battlefield 3, Modern Warfare 3, Skyrim, and Assassins Creed: Revelations, you would need a hefty $360 put aside for your expensive hobby. Now we add in the element of DLC. Every single one of those titles has had or will have DLC in one form or another. Should you decide to pay for just one DLC pack for each of those games, you’ll find your game budget well over $400 just for software.

It’s no wonder why gamers opt to buy used games as opposed to buying them at their full retail price. It is because video games, put plain and simply, are not cheap. The used games market, speaking purely from the viewpoint of a gamer, is a positive cycle of the industry as it keeps more money in the pockets of consumers. Developers are so quick to hate on the idea of buying games used because not only do they not see any of those profits, but they know that the majority of gamers prefer to go to the store and pick up a physical disc of each game. As such, video game retail conglomerates like GameStop have them by the balls in the sense that as much as retailers need the products from developers to sell, developers need a chain store for their products to be on display and available for purchase. Developers need retailers, and since retailers make next to nothing on the sale of new games, they need the used games market. It is a perpetual cycle that devs are stuck in.

The thorough GameStop statistics report put together by Gamasutra reveals this process in detail. According to the stats in the report, GameStop’s used product segment contributed $146 million, or 90 percent, of the company's total gross profit in fiscal year 2009. The company makes a 50% gross profit margin on used game sales, compared to just 21% for new games as they are allowed to keep 50 cents for every dollar of used game revenue, but only 21 cents of new game dollars. It was also estimated that 53% of all games that GameStop sells are used games.

Why do you think GameStop pushes the pre-orders of big upcoming releases so hard? Is it because they genuinely care whether that title does well commercially? Of course not. They need those games traded in so they can open their doors day after day. When you go to GameStop and pay the full $60 for a new release, GameStop maybe makes $5-10 off that sale. A week later, you go back to the store to trade it in for something else and get $30 of in-store credit. GameStop will then sell that used copy to someone else for $55 or $50. Either way, they’ve turned a significant profit off of that second sale and in fact made money twice off of the same game. Yes, they do make an initial profit from the sale of the new copy, but it is the sale of the used copy that increases their profit margins ten-fold.

It is ironic how developers are ready to condemn the used games market for what many devs would consider to be considerable profit being unfairly ripped away from them. Funny, when I have to pay $15 for a map pack just so that I can join the selective playlists that all of my friends are enjoying, I tend to feel the same way.

If developers want to cash in on the used games market they feel cheats them so badly, why don’t they offer cheaper DLC to used game buyers, instead of implementing those pesky “one time use” codes, so that developers and publishers can earn some of that pre-owned sale revenue? It would create a positive system for all parties involved including the ones making the games, the ones selling the games, and the ones buying the games. This way, developers will no longer have to “defend against” consumers who simply want to trade-in games so that they can afford to purchase that dev’s future products, without the developers seeing any profits.

By on November 19, 2011
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31 COMMENTS
  • avatar
    Bacon
    REPLY

    Was just playing balled of gay tony, its a great dlc

  • avatar
    nick
    REPLY

    This article is full of win.

  • avatar
    Navarin
    REPLY

    It gets worse when you consider much of the time the content WAS included on the disc at launch, they just have the gall to ask you to pay to unlock it!

    Looking at you, Epic.

    • avatar
      bozmanbeyond

      Uhmm… Uncharted

  • avatar
    J Nigma
    REPLY

    Go play ur PS3 fag

  • avatar
    reality
    REPLY

    DLC is out of control, look no further than Capcom.

  • avatar
    Truth
    REPLY

    It’s the xbots fault for paying to play online. You showed them you would pay for anything so they decided to start charging for stupid things like dlc. You ruined gaming you microsoft d¡ck suckers.

    • avatar
      Brevs

      How old we on these forums? All I see from PS3 lovers are remarks that are WILD assumptions. Most of the remarks are made with little to no research, proof, or backup. They just go out and say it. Oh, and then we have the same people writing ‘xbots and Micro$oft” in EVERY comment they write about them. Its pathetic. Anyways, its the developers choice to make people buy the dlc or to give it to them for free. It has nothing to do with people that play xbox paying a whopping $5 a month. Its the way society is. Its all about the money. Even if people didn’t have to pay for xbox live there would still be expenses on the gamer’s behalf for dlc. Stop being so ignorant and grow up.

    • avatar
      Cool dude

      Truth… Do you want to know a real scam???

      Smoking!

      It kills you!

      It ruins your life!

      It destroys relationships!

      Truth… calling $5 a month a scam? think again. Smoking can cost 15-30 dollars a WEEK.

      Xbox Live has a lot of features and i mean A LOT. I get what I pay for and stop trolling.

    • avatar
      A113n

      Bla ha ha ha!

      Dude, $5/month? You mean $60 at once right?

      And when everyone else has it for free?

      And what features? Browser, blu ray? Nope,

      yep it’s a scam dude

  • avatar
    That Guy
    REPLY

    ethan powers you’re my hero.

  • avatar
    drake
    REPLY

    never buy used games from gamestop, get it online from e-bay or amazon. The devs, publishers and retailers are getting real greedy even though the video game industry is already the largest among the entertainment industry.

  • avatar
    Gman
    REPLY

    Wow even Epic has fallen to the dark side. I remembered back when Epic wants to make every DLC free for Gear of War 1 but MS refused to let them. Now they have season pass before the game is even out.

  • avatar
    Dre
    REPLY

    I think DLC is pure evil. I refuse to buy DLC I have never bought any but I might get Gears season pass

  • avatar
    William Schwartz
    REPLY

    I think evil is a strong word. But some of the planned DLC is completely egregious. Some of it is along the lines of what you would find in a free-to-play model, and that’s when it starts to look like you aren’t getting what you should for the money you put out up front.

  • avatar
    njb
    REPLY

    DLC and Expansions are two.different things. DLC is just sikly now, u for an unlock code or for a couple.of Kbs of data.

    An Expansion is something that adds to the exsisting game. Not just maps, for example bf3 back to karkand includes, maps weapons, vehicles and new challenges. That is worth £10. A map pack simply isnt worth that. O

  • avatar
    Frank
    REPLY

    Hey, CaoD Elite isn’t that bad. It’s essentially a season pass. Yeah, it’s pricey, but you get all the dlc and a few perks. I don’t support the price, but it’ll be cheaper in the long run. You should’ve mentioned Bethesda in the article and how they release great DLC for a pretty solid price. I love fallouts episodic content. $10 for a solid 5-6 extra Hours is a great deal, especially when campaigns in games like CoD, BF3, and every other shooter that relies on multiplayer are that long.

  • avatar
    Shocky
    REPLY

    Then don’t buy it, be happy with what you got, what do you want??? For them to give it all free?
    You think They’re releasing dlc too early?I’m going to break this to you nice and slow…you don’t have to buy them the day they are released :O

  • avatar
    donovinstewrt
    REPLY

    We pay enough for the stupid games. I bought all 4 expansionpacks for cod black ops. All for the zombie maps. Guess what? I paid for the game more then twice! It is reiculous, and it is robbing the public blind. You don’t have to buy it brand new, sure dick face. But maybe I want to. And I shouldn’t have to pay so god damn much for the dlc. The console itself is expensive. 60 $ a month is expensive. Then 60$ for every little disc! Im just a small part in the movie indusrty and let me tell you. The same amount of time is put forth toward a movie as was a video game. If not more. Opening day I watch a movie I pay 10$ if its a good movie I buy it 20$ and I probably watch it over again. Video games get played longer sure “if its not rage cough cough” I support free dlc or at least way the F*%$ cheaper. They want to milk me for all my money? I say its time for a damn revolution

    • avatar
      Frank

      How are they robbing you if YOU made the decision to purchase the dlc? Did Bobby Kotick break into your house with 5 masked men equpied with guns and force you to buy anything? I heavily doubt it bro! You know how you best show developers that you’ve had enough? BOYCOTT DLC! DON’T BUY IT. Like seriously, is it that hard? I agree, shits expensive, that’s why I only bought the 1rst and gameshared the other 2. Didn’t even bother with the 4th. You know how dumb you look/sound? You’re giving your $ away, you think devs care whether or not you eat? They don’t.

    • avatar
      Cool dude

      Frank has a real point…

  • avatar
    Heard it here first
    REPLY

    I know PS3, out of both consoles, has the space to have all the DLC on the disc because its a bluray. but in the case of Uncharted 3, they ran out of space on the disc, and had to sacrifice the graphics online in order to make it fit. So the DLC makes sense, just not the paying for it.

  • avatar
    bob do 69
    REPLY

    You guys should notice that the industrial markets themselves plan this, take this as an example, reggie fils-aime nintendo ceo of america agreed that dlc is going out of control and he considers that a game be complete when launched his quotes below

    “I’ve had this conversation with a number of our key developers, and their mentality is, ‘Reggie, when we sell a game, we want the consumer to feel that they’ve had a complete experience.’ Now, in addition, if we want to make other things available, great, and we’ll look at that.

    “But what we’re unwilling to do is sell a piece of a game upfront and, if you will, force a consumer to buy more later. That’s what they don’t want to do, and I completely agree. I think the consumer wants to get, for their money, a complete experience, and then we have opportunities to provide more on top of that.”

    So basically its the main head who decides how dlc will run, and from what i know Nintendo has the right idea dlc should be free if introduced to a game after launch otherwise why create a game if its not going to be complete.

  • avatar
    Dave
    REPLY

    I am a studio director for a triple-A development studio. I also dislike the way DLC is developed and marketed towards fans. However I have to say this article does not seem to take into account how games are actually developed and funded.

    When we design game, we create a schedule of deliverables that is sent to the publisher to be approved for a certain budget. As a developer, every feature and every map has a specific monetary cost. We negotiate this and come to an agreement. The publisher decides that this is enough to justify a price point of $60. That used the end of the agreement. With DLC however there is an additional negotiation for more content. What is important to point out is that the line being drawn between game and DLC is based on what is a justifiable amount of content to warrant people paying $60. Every amount of content that the publisher feels is needed to justify $60 is put into the game and only then do we add more for DLC. “When” the DLC is actually created has absolutely nothing to do with this.

    As a consumer, you are either willing to $60 for the game as is or not. Before DLC came about you would NOT have gotten that extra content for free because it would never have been in the budget and WOULD NOT EXIST.

    Now with that said, I personally believe that most DLC should be given away for free simply because it boosts sales of the main product and is an effective investment in your community of fans. But is DLC just a money grab? No one is forcing you to buy anything.

    • avatar
      Ethan Powers

      Dave, thanks for your comments, you make some good points. Yet I have to disagree with you in a couple of areas. I assume you’re speaking about the practices of the studio at which you personally work. There has been speculation among many, many members of the industry that select studios do not budget for games in this way and that they actually plan for content to be left off of the launch disc with the intention of selling it at a higher price than what it is worth.

      You say, “Every amount of content that the publisher feels is needed to justify $60 is put into the game and only then do we add more for DLC”, yet we have seen in recent years that this is quite obviously not the standard for the industry in general. There are plenty of games that I could name off of the top of my head which themselves may not even warrant a $60 price tag, yet the developers still charge extra for DLC for such games that do not need additional content. They almost present an illusion to consumers that DLC is this necessary facet of every game which must be utilized in order to get the most out of that game you paid for. It’s an utterly ridiculous theory.

      Also, you seem to contradict yourself when you say, “Now with that said, I personally believe that most DLC should be given away for free simply because it boosts sales of the main product and is an effective investment in your community of fans. But is DLC just a money grab? No one is forcing you to buy anything.”

      You’re saying that you believe that most DLC, which devs charge for, should be given away for free, and I believe most gamers would agree with you. However, even in this sense, you do not think it is a money grab? How so? You essentially just stated that developers are justified in charging for content that should be given away for free. Again, I brought this point up in the article, you’re right by saying that we are not being forced to buy anything, but I hate this argument as it is really beside the point. The fact of the matter is we should not HAVE to BUY ANYTHING but the $60 game to get the “full experience” of that title.

    • avatar
      Dave

      If you ask me what I “feel” is right I would say games should be cheaper overall but also shorter experiences to compensate. But that will not happen as long as gamers are willing to buy the games at $60. More of my money is going to Steam games now because I feel like I get a better value and hopefully that sort of thing can spark a change in what gamers demand. But it really is about what gamers demand with their dollars.

      Publishers will always price based on maximizing that. You have every right to get angry at prices and communicate this to other gamers and this is your power as a consumer to fight the way things are. I applaud that. What I disagree on is that it matters whether a company decides to “hold back” content for DLC or not. Every piece of content that is held back is a possible loss on the main game sales. Having a reviewer say your game doesn’t have enough initial content is a bad blow for a game. Articles like this one can hurt sales. Publishers and developers are not the problem here…if gamers are not satisfied with the level of content they get then they need to stop buying it. Instead gamers are just satisified enough to buy the content but also be upset about it. Dealing with this is where publishers and I disagree. I would give it away for free to build loyalty in the expectation that future profits would grow from that, publishers are more interested in the short-term and aren’t concerned about complaints if the sales are high. This is a fact and will not change. Only gamers can change by altering their purchase habits.

    • avatar
      Ethan Powers

      I agree with almost everything that you say, yet when you state that developers and publishers are not the problem I tend to think otherwise. You actually touched upon why developers and publishers are in fact the problem: because sales are high. When they are making profits, of course they are not going to lower that base price for the good of the consumer population. That would just be bad business. Yet they realize that they have gamers bent over when it comes to pricing. $60 + dollars has become the industry standard when it comes to satisfying gaming as a hobby. Devs and publishers know this, so they will consistently look to gradually work that price up even more. They think, “If they’re paying this much, let’s offer them an ‘add-on experience’ for an additional cost. It will drive profits even more.”

      You also say, “if gamers are not satisfied with the level of content they get then they need to stop buying it. Instead gamers are just satisified enough to buy the content but also be upset about it.” I would love for this consumer revolution to occur, but come on man, it isn’t feasible to ask every gamer (even those who can afford to buy all the games they want) to boycott the industry in an attempt to show devs and publishers that they will not pay so much for a video game, especially with no guarantee that it would change anything.

      It’s the same theory you hear in regards to gas prices. You always hear these comprehensive plans to boycott gas prices in the U.S., but the chances of it happening are slim to none. Why? Because prices are increased so subtly over such a gradual period that prices seem to just “change with the times.” It would take a MASSIVE raise in prices to get the general public to actually coordinate with each other and form a legitimate strike. It is the same with gaming. Prices for individual games would have to be raised by about $20 or $30 in the near future for people to realize that the content they are receiving is not worth the price that they are paying. That is precisely why, as people who have a vested interest in the gaming industry, must make a conscious effort to make the public aware of these questionable practices.

  • avatar
    Dr.Luk Yeram Oron
    REPLY

    Regardless of what people think about DLCs, If you really enjoy playing the game more than playing the others then why not? It just adds more value to what YOU OWN and Paid for in FULL. Either way, Epic along with ALL the other game companies have used this approach to make more money. Yeah, it’s got its pros and cons too, But hey it is a “Career” and they need food on their tables. Now the Only question that’s left for YOU is.. Will you starve yourself just for the latest DLC Release?

  • avatar
    G2
    REPLY

    It is very ignorant to claim that Microsoft ruined online gaming. Before Microsoft came along, online gaming was strictly on the PC. Yes, the Dreamcast had it, but it wasn’t very successful or supported. Both Sony and Nintendo executives claimed online gaming was a fad. Only until the success of Xbox Live did the competition attempt to imitate, and poorly may I add. Sony is now only close to create an Xbox Love quality service, while Nintendo is still years away. As for DLC, blame the idiots who STRICTLY buy used games from Gamestop for making developers turn to alternative means of revenue.