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| 51. |
Re: BioWare Explains Mass Effect 3 Day One DLC |
Feb 24, 2012, 14:02 |
Ruffiana |
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Panickd wrote on Feb 24, 2012, 13:43: The DLC situation is so completely out of hand these days. I can understand them making some little bullshit DLC pack to reward people for buying a retail copy of the game instead of buying it used but when you're getting paid $60 for the game and you expect players to put up with shelling out more for some day 1 DLC you're well and truly fucked in your greedy little head. There need to be rules put in place for DLC content and rule 1 should be, "Don't sell me DLC on day 1 and if you do don't try and feed me some line of bullshit about how it was completed after the game before the game itself is even on sale!"
Rule 2: "No DLC that splits up the MP community." Selling a map pack that only 10% of your players buy makes developers and publishers look like greedy asshats. Doubly so when the maps are remakes of the same MP maps from a previous game in the franchise. Either put the MP stuff in the game to begin with or give it away for free!
And Rule 3: When all the DLC you put out for a game ends up costing more than the game itself you have gone too far and it's time to re-evaluate the methods you use to decide what to cut out of the game so you can sell it to me later. I can only agree with rule 2. The first is just a fundamental misunderstanding about how the development process works and the third is just whinging about how expensive options for your entertainment luxuries are. ME1 and ME2 were far from light on content out of the box. I see no reason to suspect that the 3rd installment won't have plenty of gameplay as well.
Fact is developing for consoles adds a huge window of time when you are "done" with a game before it's ever stamped, put in a box, and thrown up on a shelf to be sold. You CANNOT continue to add new content to a game during that time. All you can do is fix bugs with things that are there and make any changes needed to pass TCR. That's it. Anything new restarts the process from scratch.
The lion's share of that work is on the programmers' shoulders. Most of your content creators, your artists, designers, writers, etc. have very little to do during this time. It's a great time to take some of the content that was in development and got cut because of time constraints and finish it up. Or even create new content. By this point you have a team that's just finished making the game. The tools are as solid as they're going to be, the processes and pipelines have been fine-tuned, and it's the content can be created [i]very[/i] quickly.
It's quite possible that content that would never have been in the game can made from scratch during the TCR process. It’s very likely that content cut earlier in the process could be picked back up and finished. The data for that content can even be put on to the same disc as the finished game. Because it's not an integrated part of the game and because it requires an online activation of some sort it can be assumed than any major issues with the extra content can be resolved with a patch. You cannot make that assumption with the core game. What's on the disc has to work. |
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