
We’ve devoted a lot of time and text recently to the gaming industry’s evolving business models, including the push towards software as a service (SaaS), here at denuology as well as in our monthly gaming newsletter PLAYED. It’s an interesting scenario for everyone involved: the publishers have an opportunity to build their businesses, developers can hopefully expound upon the stories and experiences they’re looking to deliver to gamers, and the gamers themselves have greater impact on what they want out of their entertainment by “voting” with their dollars. But the merits and pitfalls of this service-based model is another discussion entirely, for a much longer blog post.
While it’s nothing new to the industry, downloadable content can be considered both a piece of the service model as well as a rudimentary form of the model itself. And while DLC is usually considered as simply an add-on to a base game experience, sometimes that add-on can have a giant impact upon the title’s gameplay and subsequent fun factor, changing the experience for the player entirely.
I’m not just waxing poetic here – I have core, anecdotal evidence: my own.