I’m a big shooter fan, but one thing that always drives me nuts is how DLC is handled in these games. Barring Halo 3, which required you to buy the DLC to play the major playlists, every other shooter I’ve come across handles DLC maps in the same way; they create a DLC-required playlist for the handful of DLC maps and shoehorn the DLC maps into the existing playlists without requiring it. I will never again buy DLC maps that follow this standard model.
What’s the problem?
1. The Dedicated DLC Playlist: These playlists hold only the DLC maps, which can be as few as three, which means there’s very little variety, players won’t play more than an hour or two before getting bored. These playlists also typically offer every gametype possible, which is also problematic; some players just don’t appreciate certain gamemodes, and some maps are terrible for certain modes. The nail in the coffin for the DLC Playlist is always player count, it’s always obscenely low.
2. DLC Shoehorned in Existing Playlists: It’s standard to do this, and isn’t a problem in itself. The problem with this is that DLC maps will never appear if even one player doesn’t own that DLC map pack. In a game with many more players, this problem amplifies. This creates an attitude of “Why buy DLC maps if I can’t play them in my favorite playlist?” which results in even less DLC saturation, making the maps virtually non-existent.
3. DLC Required for All Playlists: While this is clearly the opposite side of the coin, so rarely used as it is, it’s got problems of it’s own. Obviously this is going to limit your player base to those that can afford paying out for DLC when it drops, reducing your population every time. Halo 3 made this work because it was fanatically popular in an age of nearly zero competition, combined with frequent DLC price drops and sales. Unfortunately, the times have changed, competition is fierce, and player retention is at an all-time low. This really is an age of casual gaming, so this model just doesn’t work.
So where does this leave us? At an impasse between players and developers. Developers need the DLC revenue to survive these days because game development has become exponentially more expensive. However, players are getting less and less willing to part with their hard-earned money for so little return. How can we make this work?
Option 4. Reinvent the DLC Model
I believe that change is necessary to make DLC relevant again, and the start of this change is to stop punishing those that buy DLC. How are you punished for buying DLC? You never get to play it in a standard playlist unless everyone in the lobby has it, that’s how. It feels like a slap in the face. How do we correct this?
Simple: Let us play the DLC anyway. If 4 out of 5 people in a lobby have the DLC, there should be an 80% chance of the DLC map popping up anyway. This rewards the people that bought the DLC, instead of spitting in their faces.
“But then won’t people just be cheap and refuse to buy DLC because other players might have it, giving them a chance to play anyway?” Yes. This is true. But there’s an answer to that too: Make DLC more meaningful.
How? Go beyond the standard of “Just Three Maps” and offer more content for the purchaser. Aesthetic adjustments like customizable skins, name plates, and even in-game bonuses like additional one-use items have been popular incentives in the past; many people will pay out for even the slightest temporary edge over the competition. Get creative with it, offer more, make a product people want to buy.
If any game developers are reading this, thank you for your time and consideration. I hope to see the rift between us closed, for the betterment of all. Thank you.
If any forum goers agree, disagree, or have any ideas to add, please respond. The more posts we get here, the higher the chance a developer might notice.