Allan Schumacher wrote...
4. This is a controversial issue, with people who are actually in the business, people like Allan (not Allan necessarily, people LIKE Allan) stating quite plainly that Day 1 DLC is stuff that would not be in the base game. If you ever catch them saying otherwise, tell me, because then I'll be happy to blame them for it. But we have no proof.
I understand the cynicism towards this though, especially if consumer trust is shattered. You'll likely not find anyone (anywhere) going "We intentionally ripped this out for the sole purpose of selling it as DLC" even if that were 100% the truth.
The tricky part of DLC is that it's difficult to really prove one way or another. That is, unless you're actually present at the decision making process, it's hard to definitively state "this content would not exist without DLC" or "This content would have existed without DLC, but because DLC is a concept it has been intentionally removed in order to be monetized."
Even if a DLC concept is created during the earliest stages of preproduction for the base game, it still can't really be said if that concept would or would not be in the game if a DLC model didn't exist. Which makes it tricky.
DLC does provide an additional source of revenue, and it does provide a sense justification for allocating resources. If the budget is expected to be entirely used in one aspect, additional funding can be justified to be applied if the expected return lets it be. This expected return can be in additional sales of the base game, or through other revenue streams, for example.
I find it a grey and muddy matter that is very difficult to get an assessment of from the outside. inXile is pretty proud of their "no DLC" type of stance, but at the same time refusing to do any sort of DLC on principle may result in not delivering content that they'd like to deliver, and may result in fans not getting as much content in a game universe that they enjoy that they otherwise would not get.
Now the optics come down to Day One DLC, which is obviously a subset of DLC. This is about examining the line of critical mass for a DLC release schedules, because the inverse correlation of DLC success vs. time since launch is very strong.
I don't think it does, the whole pretense for "Day one DLC wasn't cut content" relies on the validation cycle of the platform owners. Without that delay, with a release structure such as that for the PC, this becomes a much more clear picture. Day 1 DLC would still be present, because it's a revenue initiative to stealth the price of the game up another $10, but it would lack the excuse of "These people would be idle for 3 months", and so be very obvious what the intent is.
For people who are aware of how the Industry has operated over the years, it's obvious that's what is happening even with the excuse. The old way of creating games was that pre-production would start on the next title ~6-9 months prior to release, and when the team was winding down, those people would be moved over to ramp up production on the next title. We can see this outlined in the Torment Kickstarter where Fargo talks at length about how they could do two at once.
From what I've seen, Day 1 DLC is a product of the issues that are dragging the Industry down month after month. It looks to me like teams are now kept on a product to generate "Revenue initiatives" instead of moving to another product coming out of pre-production, until the Publisher is able to tell whether or not it's worth generating a sequel in 18 months. It's symptomatic of the Industry's failure to innovate and it's mindset of redoing the same couple of games endlessly today.




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