On this week's mailbox we've got Jake Kleinman, who is worried that games in the future will ask players to purchase downloadable content packs to experience the endings.
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I recently played through Alan Wake on my Xbox 360. It was a great atmospheric game, but when I got to the end I was shocked to be met by a message that said to see the real end of the game I would have to buy some DLC.
I could only think of two reasons why they may have done this: either they ran out of development time, or they wanted to get all the money they could out of people who bought the game. Either way, I'm worried this could become a trend. I usually love DLC, as it can introduce new content and stop a game from getting boring, but it has become obvious that some publishers handle it better than others.
Take Two is a company that seem to handle it well, with Red Dead Redemption's Undead Nightmare adding a whole new campaign for less than a tenner. But look at Capcom, with its on-disc characters that you have to pay to unlock, or Activision with its constant CoD map packs. I just hope publishers can make DLC worthwhile, while not limiting the gaming experience if you don't buy it.
PSM3 says: Few games actually ask you to buy DLC to finish the story, although some will turn content that was intended to be released on the Blu-ray into DLC. You can look at this in two ways: 1) It's just farming customers for more cash, or 2) It's giving us sections of games that may never have seen the light of day (because of time constraints on the development team). Whatever the reason, pricing is key, and although the very first bits of DLC varied wildly in price, we generally think publishers get the costs correct nowadays.
CVG says: We very much doubt this will become prevalent in the future, the backlash from people thus far serves as a pretty good detterent for publishers and developers. Releasing cut content as DLC? Sure, that's will keep hapening, and as long as its worthwile content we encourage it.