Jeff On Games

Bethesda on DLC

by Jeff on Apr.14, 2009, under DLC / Episodic, Games / Design, Industry

Gamasutra has an interview with VP of PR and Marketing for Bethesda Pete Hines about DLC. The article is pretty interesting (at least the DLC parts) and if you're at all interested in the subject I suggest taking a quick read. I wanted to make a few comments on it (as I'm interested in DLC models in games), but first I have to do a quick disclaimer first, so here it goes:

I am a former employee of Bethesda, but any comments I'm about to make do not reflect on the company's opinion of anything. I was never in any position to make any decisions about the design of their games, the business model of their DLCs or anything related to anything other than the lowest level system code. DO NOT ATTRIBUTE ANYTHING I SAY TO BETHESDA OR EVEN TO A FORMER BETHESDA EMPLOYEE PLEASE!!!

With that out of the way, I'd like to comment on Pete's stance on large expansions as DLC:

What we discovered was that we want to be able to do stuff that doesn't take a year to come out.

All these people are out there playing our game by the hundreds of thousands on a daily basis and we want to be able to bring those folks something they could do in a much shorter time frame, rather than just saying, "See you next year." That instantly ruled out doing a big expansion because those things just take so damn long to do.

I'm only partially with him on this one. I honestly think Oblivion got it right. Offer a wide gambit of stuff to get: small digestible chunks along with one (or two) big expansions. That way, you don't have to say "See you next year" and you still provide a big expansion, which increases the visibility of the game immensely (and encourages people to get more DLC). With the excellent design and art team they have at Bethesda, splitting the group into a set of small(er) DLCs and one large expansion just makes sense to me. It keeps the game fresh for those that are going to want things fast, but also increases the game's and DLC's profile when a giant expansion comes out.

I also think that there's one model that Bethesda isn't touching on, and I hope more companies think about as a future revenue model soon. That model is episodic DLC content; content that builds off of itself and is offered (say) once a month at a reasonable price point, then bundled together at the end. A game like Fallout or Oblivion (it seems to me) is the perfect place for something like this: a full game that's expanded over time with DLC. It strikes me as a better alternative to games like Gears, which were episodic, but at a full price point for each title, and on different disks. I think we're still placing too much emphasis on engine improvements when in some cases people just want to continue the game. Sure Gears 2 looked better, but couldn't they have released DLCs to continue the plot while working on the next engine in parallel?

Interestingly, it's been my prediction for a long time that more and more games will start looking towards DLC and episodic models to create games. This doesn't mean we'll see the end of "big blockbuster" games any time soon, but I think it will not only become more and more common to release things episodically, but almost an expectation of the audience. Already, you're starting to see games sell on the promise of DLC, or demands for DLC after a game ships (like Mass Effect). I think this is only going to become more common.

4 comments for this entry:
  1. David Sahlin

    I’m very curious as to when developers will start trying to facilitate user-created expansion content. Valve kind of did that with Portal, but I think it could possibly benefit all parties if a mod team does enough work on a new dungeon or side-quest, that the development team can quickly pick it up, give it proper polish, and release it for a fraction of the price along with the names of the team.

    As long as it fits into the game-world, at least.

    I think we’d see a lot more content already available for Fallout 3 if that was the case.

  2. Jeff

    I absolutely think this will happen soon. I meant to write a blog post on it, but never got around to it. Hopefully soon?

  3. George

    I’m the type that would rather wait more and get more stuff at once. Nevertheless, attracting many talented modders in the develeper’s team might be the way to pump out good content quickly, thus emptying our pockets faster :D

  4. Droniac

    David, I think you could say that it’s been done before. Look at the NeverWinter Nights / NeverWinter Nights 2 adventure packs, those are (in a way) DLC packs by separate developers, most of whom are community modders. (e.g.: Ossian Studios)

    Of course there are many more examples in the mod-gone-retail category: Counter Strike, Garry’s Mod, Tactical Ops, Team Fortress Classic. All of those were developed as mods and later released for retail in cooperation with the developers of the original game.

    You might also include Damnation, Killing Floor and Red Orchestra, but those were remade-for-retail more independently.

    Although none of them fully fit into the category of ‘community expansion pack goes DLC’. They’re mostly separate games or separate adventures.

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