Downloadable content
From Wikipedia, the free encyclopedia
Downloadable content (DLC) is a form of digital media distributed through the internet.
The phrase is used to refer specifically to content created for computer and video games that is released separately from the main video game release. Downloadable content, however, has sometimes been used to refer to any type of digital entertainment media distributed online. [1]
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[edit] History
[edit] On personal computers
As the popularity and speed of internet connections rose, so did the popularity of using the internet for digital distribution of media. User-created game mods and maps were distributed exclusively online, as they were mainly created by people without the infrastructure capable of distributing the content through physical media.
The overwhelming majority of such content was available for free, and the phrase "downloadable content" is rarely used to refer to such content, but user-created maps and mods are widely recognized as the precursor to the downloadable content of popular console video games today.
[edit] On consoles
The Dreamcast was the first console to feature online support as a standard, DLC was available, though limited in size due to the narrowband connection and the size limitations of a memory card. These online features were largely considered a failure, and the Dreamcast's immediate competitors, the PlayStation 2 and Nintendo GameCube did not ship with built-in network adapters.
With the advent of the Xbox, Microsoft was the first company to successfully implement downloadable content. Many original Xbox Live titles, including Splinter Cell, Halo 2, and Ninja Gaiden, offered varying amounts of extra content, available for download through the Xbox Live service. Most of this content, with the notable exception of Microsoft-published titles, was available for free.[2]
Microsoft was the first company to charge for downloadable content, with the 2002 video game Mech Assault.[3]
With the Xbox 360, Microsoft integrated downloadable content more fully into their console, devoting an entire section of the console's user interface to the Xbox Live Marketplace. They also removed the need for credit cards by implementing their own Microsoft Points currency, a strategy that would be adopted by Nintendo with Wii Points, and by Sony with the PlayStation Network Card.
Sony adopted much of the Xbox Live Marketplace's features into their downloadable hub, the PlayStation Store. With Gran Turismo HD, Sony planned an entirely barebones title, with the idea of requiring the bulk of the content to be purchased separately in many separate microtransactions online. [4] The project was later canceled.
Nintendo has yet to feature downloadable content on their Wii Shop Channel, making them the only major console manufacturer to offer no support for downloadable content on their home console, despite some games having DLC support for their handheld, the Nintendo DS. However, certain WiiWare titles have been announced to have DLC, the first of which is Final Fantasy Crystal Chronicles: My Life as a King with prices ranging from 100 to 1500 Wii points or $1 to $15.
Music video games such as Guitar Hero and Rock Band have especially taken advantage of downloadable content. Harmonix claimed that Guitar Hero II would feature "more online content than anyone has ever seen in a game to this date"[5] The soon there-after release of Guitar Hero III: Legends of Rock, however, prevented such claims from ever coming to fruition. Rock Band features the largest number of downloadable items of any console video game, with a steady amount of new songs being added weekly. Taken all together, the downloadable content for Rock Band costs more than the game itself.
[edit] On handhelds
Through use of the Nintendo Wi-Fi Connection users can download DLC to the Nintendo DS handheld for certain games. A good example is Picross DS, in which users can download puzzle 'packs' of classic puzzles from previous Picross games (such as Mario's Picross)[6] as well as downloadable user generated content[7]. Professor Layton and the Curious Village also has weekly 'bonus puzzles' that can be 'downloaded' using the Nintendo Wi-Fi Connection.
Due to the Nintendo DS' use of cartridges and lack of a hard drive there is limited space for DLC and developers would have to plan for storage space on the cartridge. Picross DS itself only has room for 10 puzzle packs, and Professor Layton's DLC is already on the cartridge and is simply unlocked with a weekly code.
The Nintendo DS' downloadable content is distinct as it is currently free from microtransactions - the content is free.
[edit] Criticism
Since Microsoft popularized the business model of microtransactions[8], many people have criticized downloadable content as being too expensive, overpriced[9], and an incentive for developers to leave items out of the initial release[10]. Some criticism stems from the fact that many of the items sold on sites like Xbox Live Marketplace are not downloadable content at all, but are instead keys used to unlock content already on the game disk, people feel as if they are paying to unlock content they already purchased when they bought the game itself.[11]
Microsoft and Nintendo have been criticized for selling only specific amounts of their currency. For example: if someone wants to purchase a $15 item, they are forced to spend $20 just to buy enough currency to buy the $15 item.[12] Marketplace Points and Wii Points are not equivalent to any currency. Both companies have been criticized for taking advantage of currency parity, and keeping consumers from realizing the actual cost of items. Like Disney Dollars, the idea is that gamers will be more ready to spend a certain amount of "points" than a specific dollar amount.
[edit] Criticism of Microsoft
Microsoft have especially borne the brunt of criticism regarding downloadable content.[13] They were the first to successfully introduce downloadable content to consoles with the Xbox, and also the first to charge money for it.
Microsoft has since then been known to force developers to release their content at a charge, when the developers would rather release their content for free.[14] Some content has even been withheld from release because the developer refused to charge the amount Microsoft required.[15][16] Epic Games, a developer known for continual support of their older titles with downloadable maps and updates, believed that releasing free downloadable content over the course of a game's lifetime helped increase sales throughout, and had succeeded well with that business-model in the past, but was forced to implement Microsoft's strategy of limited-time, fee-based downloads when releasing content for their Microsoft-published game, Gears of War.[17][18]
Bungie, developers of Halo 3, abated anger over the high price of their "Legendary Map Pack", by reiterating that they had no choice in the pricing of the content.[19]
[edit] References
- ^ [[1]]
- ^ [[2]]
- ^ [[3]]
- ^ [[4]]
- ^ .[hero ii/news-4779.html]
- ^ IGN: Picross DS
- ^ 1UP: Picross DS Review
- ^ [[5]]
- ^ [[6]]
- ^ [[7]]
- ^ [[8]]
- ^ [[9]]
- ^ Peace Bunny Perspective: Bad Company
- ^ Game Informer, April 2007
- ^ [[10]]
- ^ Game Informer, April 2007
- ^ [[11]]
- ^ Game Informer, April 2007
- ^ [we just make the maps, we don't get to price them]