Making DLC work
DLC has problems. Can they be overcome?
By the very nature of DLC, the content available in DLC must go down, meaning less bang for the buck. If only five hundred people buy the DLC @ $5.00 you will have (at most) 2,500 dollars to spend on its development. If one thousand buy, you will have 5,000. You lose the scale of economy. How do you convince 10,000 people to buy (for example) your New Pony Models Superpack? Does that market even have 10,000 potential customers?
Contrast with how active communities will almost uniformly adopt generalized expansion packs. Expansion packs can extend the life of the core product (nobody goes out and buys a game because "that DLC looked so awesome") and can leverage greater inroads into the market with physical store space, media buzz and critical reviews. At EOL, they package well into "gold" packages. Those warchests from Blizzard are still selling thirteen years later.
Can DLC be made to work?
1) It needs a core product with a long life. Without expansions, DLC has a very limited time period in which it can make reasonable conversions - as soon as players are ready to move on, that DLC will be selling poorly.
- A DLC strategy needs to be bolstered by a solid post-release series of expansions.
- Having DLC ready early, near launch, will harness the maximum number of sales.
2) The reason to purchase DLC must be generalized and compelling. Niche market DLC will see poor returns, and harm the image of the DLC if the niche product is needfully sparse or lacking in content. Lessons can be learned from companies that have DLC strategies and seeing the iterations they have been through. Bethesda has tried:
- small collections of items that might interest a player such as spellbooks and horse armour. They found they would sell, but only to a small number of people.
- special "player homes," which offered advantages to larger categories of players. They found the market for these was small, but better than collections of unimportant items.
- New quests, which offered "more of the same, but special" additions to the gameplay. These sell well, because the content they add to the game is what people bought the game for in the first place. In other words, they have potentially 100% interest level in their target market. You can see now that "quest additions," in the adventure genre is now Bethesda's primary output as DLC.
- What is the key gameplay element that attracts players to the TBS genre?
3) Maximizing conversions is also essential to DLC success in an market where new material has a high cost of production. Contrast this with online Korean social communities where a smattering of 2D 16bit art is a viable product.
- Two simultaneously released packages will compete for market share. Control and schedule release, and time it to the average completion time of the package that was just released. Note that you can use online acheivement systems as a form of telemetry to track actual playerbase completion rate: when the player has completed the product, they will be ready for more content. Note a large portion of the market doesn't actually complete content. Watch to see if they hit a midway point and then stop advancing.
- Market saturation is bad. Players should have an appetite for content that is cultivated. If a new purchasee sees hundreds of products for sale, he will probably face decision paralysis. Firesale old content when appropriate (especially post expansion launch)
4) Multiplayer and DLC presents unique challenges.DLC can easily divide online communities into the have and have-nots; a problem further exacerbated when there are multiple DLC products. For example, a recent space strategy game was released with two DLC products, both of which changed the gameplay in fundamental ways. This divided the online playerbase considerably: players who had the base game, players who had the first DLC but not the second; players who had the first and second, and players who had the second but not the first.
- DLC has the potential to divide online communities. The more there are packages of DLC that make versions of the game that are incompatible with each other, the more divided the community will become. Dividing small communities will kill them; and killing game communities will harm DLC sales over time.
5) DLC strategies offer interesting opportunities.
- Many development studios have dead-time after feature lockdown, prior to and after gold, where asset creators and level designers are underutilized. Leverage them to develop DLC for launch.
- A solid DLC strategy (that works) can allow your studio to retain more talent between releases of big titles by giving them a series of low risk projects to be released to a proven platform.
- DLC content allows you to groom talent from QA and other areas by giving them an opportunity to work on something outside of their expertise; which can improve morale and provide cross-training that pays for itself.
- Access to the modding community as a source of inspiration, potential talent, or partners.
- Expectations for DLC set the bar lower in terms of "wow," factor. Radical redesigns are not necessary and are often counterproductive due to poor ability to make conversions. This translates to an opportunity to extend gameplay without requiring extensive QA.
- DLC products can have their own ESRB rating.
Summary:
DLC has negative publicity right now. Ignoring that negative publicity will harm the strategy. Dealing with it in an honest, straightforward fashion will boost sales. Players should never feel cheated. The experience should be enjoyable. The cost should provide a good bang for the buck, and doing this requires high sales, precluding niche-DLC which is better left to the modding community. Modding and DLC is not incompatible: they address very different areas with different core strengths. Modding tends to produce very few finished products and quite a lot of niche material and/or game redesigns; DLC is best at finished, generalized products with wide appeal that does not *greatly* change the base game experience, but rather extends it in a logical fashion. The key interests for the genre the DLC is released in needs to be identified to maximize market appeal. TBSs have not yet hit on a successful strategy.