I think we can all agree that if DLC is substantial (although individual opinions of that word vary) it's not so bad as, say, $10 for an extra car pack, or a couple of maps, or Horse Armour (Bethesda are going to go down in gaming history for that one... :lol:).
I also think we can all agree on the idea that forcing users to sign up to something that is beta for said DLC, whether free or not, is rather distasteful. I would be far less opposed to this free DAO DLC if I could just feed the code into a single site, and download an .exe that installs it all (like the DLC for Fallout 3 when it's released on DVD) rather than having to sign up to an EA account and a Bioware account...
"Bad" DLC. That's a difficult thing to describe. I completed Operation Anchorage in about two hours or so IIRC, and I utterly failed to enjoy it... frankly, it bored me rigid. I found The Pitt a bit better, but still wasn't really gripped by it. What I've played of Point Lookout was very good, I'll agree with that. Not tried Mothership Zeta yet. My issue is I've only really got two solid experiences of DLC - both from Bethesda - and only once they're released on DVD. Other DLC options have successfully put me off of even trying them due to the method of obtaining them (Mass Effect, Dragon Age) or hassle (Disgaea 3). I'm not signed up to XBox Live, so I can't comment there. I don't think that any of the Oblivion DLC is really worth it, save perhaps Knights of the Nine, but I bought the DLC because - and this is important - knowing that I don't have a part of the game makes the game feel incomplete. I suspect that a lot of people feel the same way (even if they won't admit it) or play with friends... when one gets the DLC, the others have to, or can't play with that friend any more. I wonder how many of the CoD:WaW DLC sales were due to friends who all bought the maps because one of them did?
For digital distribution pricing being lower than retail pricing... the retailers need to stop whining. High-street retailers here are constantly whining that e-tailers undercut them (in the case of Play.com, it can be by a ridiculous amount - games selling for less than half their street price on release day) and accept that if a system has a method of making games cheaper, it's a good thing for consumers. I'd still buy a DVD over a digital download (and it's fairly obvious that most people would also follow that route, if those figures from Stardock are correct) but if the DD was enough of a price drop, I'd consider it a lot more seriously.
I think the problem is that the console/XBox Live/microtransaction model has seduced all the devs/pubs. PC games used to get patches for free that added new units, extra maps, extra game modes, extra weapons, extra power-ups... usually multiplayer ones, the single player 'DLC' was usually a 'mission disc' or addon. With the advent of XBox Live and PSN and GfWL, the model is as follows: release tiny fragments of an addon for $5 so people don't notice that by the time they've finished, they've spent $100 on what is about $40 of actual addons. Much in the same way as episodic content, actually - by the time Half-Life 2 Episode 3 arrives, unless it provides something in the region of 20 hours of gameplay, the three combined episodes will have cost more than Half-Life 2, but provided less play-time.
Dragon Age is (I think) the first game I've actually got experience of where the devs actually admit they pulled content from the game that is in the DLC. Shale. They pulled Shale because the character broke the game... and yet he's in the DLC? So he can't have broken the game too badly, then...
Its almost the same sales model that kept people feeding quarters into arcade machines years ago - I await the day when we get to each boss fight in a game and it pauses and flashes up "Insert Credit Card" or "Pay 500 MS Points to Make Boss 25% easier. Pay 1000 MS Points to Make Boss 50% Easier. Pay 5000 MS Points to Make Boss Die In One Hit. (Does not adversely affect Gamerscore)."
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