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DLC Dilemma

As everyone on planet earth knows Star Wars Episode VII is coming. With it brings a slew of games, books and toys for me to obsess over. One such game is Star Wars Battlefront. Very possibly the most beautiful Star Wars game ever to be created. The Beta came out this week, along with it the DLC/ Season Pass information.

Long live the Empire and Lord Vader!

Long live the Empire and Lord Vader!

So in this DLC we are going to get a few maps and modes. This may be a problem because if history has taught us anything it’s that this will fracture the community. Which can be a pretty big deal in games because it becomes considerably harder to find a game to play. Thus frustrating players, thus they walk away from the game.

Let me explain what happens when Publishers charge for new maps and game modes. A certain % of players will buy it. Let’s say 70% of players purchase the first DLC. That’s not too terrible. I mean it sucks for the players left behind with the old content (Which the new players are no longer playing because they have new content). But 70% of the player base is retained and continue to play the game for a little longer. Now let’s say another DLC pack is released. Only 50% of players who bought the initial DLC pack buy the second pack. Now you have (Of the original 100% who bought the game, if they are even still playing) 30% playing the vanilla version of the game, 35% playing DLC pack 1 and 35% playing DLC pack 2. Now it has become more difficult to find games. This reduction of players continues because A. people get sick of the old content so they stop playing. And B. The community is spread thin across content packs. There are walls which keep them from playing with one another.

But Scott wouldn’t people who want to play together pressure each other into buying the new DLC so they can continue to play?

Yes, this is true. But at the same time you are already competing with other games. And at some point you will lose players to other games. Faster if they have to spend $15 to get 3 new maps or game types. When my brother says to his friends “Hey guys let’s buy this game and this new thing so we have new stuff.” A lot of them go “Ehhhhh I need to save money.” Or “Why don’t we just play something else.” (This could be a result of the economy right now but I’m not going to get into that right now) So one could argue that it’s up to the game’s marketing to keep the players buying their products. But even then sometimes it’s not enough.

We’ve seen this with Titanfall, Call of Duty, Halo, etc. (Call of Duty doesn’t have as big of a problem because they have so many players buying their game every year. But most games will not do anywhere near CoD numbers.)

So what do we do? We adopt the TF2, Evolve, Destiny 2.0 (Taken King) and League of Legends style of shopping. In these successful games players are never gated to content. Instead they sell aesthetic items. TF2 has hats, Destiny has Emotes, League has skins.

I call bullshit in League and Evolve you have to buy new characters you want to use.

I bought Volibear because he was a polar bear ( I love polar bears) and he looked fun to play as.

I bought Volibear because he was a polar bear ( I love polar bears) and he looked fun to play as.

Ah! True but the community isn’t fractured. The player needs to buy the new characters if the player themselves wants to use it. For example, in League the character Volibear can be used by anyone who purchased him. Thus the player’s allies or enemies can use him in a game with the player. But the player cannot use Volibear until he is purchased by the player. Evolve is the exact same way. This keeps the community playing together because everyone has access to all the game types and maps. And when new ones come out they are free for the players.

Games that do this make it much easier to find games and keep their community alive rather than split the players up into groups who can’t won’t play together. But there is one more thing that happens when you take up this monetization model. The community doesn’t shit on the Publisher as much for being money hungry. It gives the community a positive feeling towards the studio/publisher involved which makes them more likely to give them their money. (Additionally the price of goods seems to lower with this style because the items are smaller. This also make it easier to spend money as has been proven time and time again through the Free to Play model on mobile.)

How often do you ever hear anything bad about TF2? Or most Valve games for that matter. Vs. How often do you hear anything bad about EA or Activison. Specifically, about their business practices.

How often do you ever hear anything bad about TF2? Or most Valve games for that matter. Vs. How often do you hear anything bad about EA or Activison. Specifically, about their business practices.

All in all. I love Star Wars. As much as this Battlefront isn’t the same as the Battlefront I grew up with I want it to do well. But this style of splitting up the player base to monetize on them seems dated. It worries me that the community will be fractured and the game will be dead in only a few months. But then again it is Star Wars. Maybe the brand name could be enough. That and the juggernaut marketing machine that is Disney. (I am well aware that EA is doing Battlefront but I wouldn’t be surprised if Disney did cross promotions of some kind) So we’ll see.

Thank you,

 

Scott

If you like my work and want to support my caffeine addiction, please consider donating to my Ko-Fi.

P.S. A similar (Though less deadly to a game) issue of splitting the community could come from having simply too many game types. If we look at Splatoon they started with only 1 game type and rolled out free updates regularly increasing the number of game types as the player base grew. Only when they knew they could handle the split do they add new types in. For more on Splatoon take a look at my 3 part series on it here: Splatoon Part 1. Why this is less deadly is because players will gravitate towards game types they like. This means certain game types (Like Elimination in Destiny) are regularly dead and unplayable in multiplayer focused games. This wont kill the game because players still have choice. (And I don’t have to spend money to access the games types everyone is playing) But it sucks when I can’t get a game in of a game type I particularly like over the others.

 

P.P.S. Because Star Wars is amazing and hillarious at the same time a moment of Zen: Don't Say Anything Just Share

Blog: Scott what are you doing? - Oct. 2nd 2015

Sorry I haven't updated last week. I've been working on breaking down the newest King's Fall Raid in Destiny. Because I think most of it is a master class in game design. From how it teaches concepts to players to how rewarding it is to finish Oryx. If you have the time I think it is highly worth checking out. Especially if you appreciate boss and level design in shooters like I do. After I finish the post(s) I am working on for the Raid I'm going to do a string of mobile game posts. And somewhere in there I plan on updating everyone on the Strike I mentioned I was working on a few posts back. Though I feel as if the strike posts are more of a series on my design process. So that will be cool when it is finished.

Bye Felicia....

Bye Felicia....

Aside from all that exciting goodness the Haunted Hop patch will be submitted to Apple before my next post. There was an issue with uploading the scores to Game Center because we would only try to upload the score when the player achieved the high score but sometimes Game Center wouldn't accept it. So instead of trying to upload the top score only when they get it we are going to additionally upload their top score when the app is activated. We want to do it this way because the game is so short that if we do it at the end of every round we will ping Game Center too much and it wont upload anyways. So that will be fixed soon.

Even more news! A couple of my friends and I are getting together to create another app! You will remember the talented Josie Noronha (More of her work can be seen here: http://www.jo-robo.com )from Haunted Hop. She lent her expertise to the UI Art. And the other is the Queen of Typography Amy Shimoshige (More of her fantastic work can be seen here: http://www.supershimosh.com ). Fans may recognize her name from the special thanks section of Haunted Hop. She was the one who stopped me from using skulls as the font because they were illegible and downright ugly. We also used her talents to advise us on other aspects of the app. So that is very exciting as well.

Ah! one last thing I will be going to indiecade this year! We entered an early Haunted Hop prototype to see if we can get some unbiased feedback. (We did, it was excellent!) So if you are there feel free to say hi! (I say this now because I will probably forget to mention I am going later.)

And with that I bid you a due!

Than you again so much for your time,

Scott

Splatoon Part 2: Stay fresh

Last time we went over what the initial draw of Splatoon on a mechanical level. Lets take a step back this time and take a look at why it has survived for so long. Another issue facing multiplayer console games is they die out quickly but Splatoon 3 months later is thriving. This is particularly peculiar because the WiiU has not sold well at all. What did Splatoon do different than games like Titanfall? My gut reaction points to two things: One they haven’t fractured the community and two they continue to roll out free content to this day.

The Squid Sisters close out every announcement with “Stay fresh!”

The Squid Sisters close out every announcement with “Stay fresh!”

Community:

When shooters launch they usually have a few game modes (Death match, Team death match, Capture the flag, etc) and at least 10 + maps. Splatoon launched with 5 multiplayer maps, 40 single player missions and only 1 multiplayer game type. This should have been a death sentence for this game. But Nintendo has been rolling out new content since the first weekend of Splatoon’s release. With new content they are bringing back players who may have moved on to try something new. (or at least this is typically the hope).

By not launching with a bunch of maps and game types the community was funneled into one game mode so it stayed together. They weren’t split across multiple game types. Then we got ranked play which brought with it a king of the hill type game. But this was only after Nintendo determined there were enough players online to keep from fracturing the community. As time has gone on they have added more game types, levels, weapons and clothes to help the game stay fresh in the minds of players. And did I forget to mention all this DLC is free? So every couple of weeks a new weapon or new level comes out helping to keep the game feeling fresh for players. Then every month or so a new game type is released further making the game continue to feel fresh.



We can see the stages currently in rotation on the left side of the menu

We can see the stages currently in rotation on the left side of the menu

But what are they doing aside from adding in new content? Restricting maps.

This sounds absolutely crazy but it works. At any given time for each game type there are only 2 maps available to play. After 4 hours the maps get switched out for 2 other random maps. Now we already know restricting content for a time can be monetized heavily (Clash of Clans anyone?). So what happens if we don’t give the players an option to skip the waiting by paying? Well you avoid the media bashing you for “trying to suck the money out of player’s pockets” (Even though you may not be forcing the player to purchase the speed up). Also players are more excited when they get to access the different levels. How does the old saying go? “Distance makes the heart grow fonder.” Well it would seem it can be applied here as well to make players more excited (initially) when getting to play rotated out content.

And then there is Splatfest. Which is an event which brings players back once a month because it pays out materials used to add slots to the player’s armor and weapons so they can have more bonuses.

So what have we learned?

1.         Continuing to roll out content over time for free can be an effective way to keep players coming back for more and retain players.

2.         Restricting content can be used as a tool to funnel players towards other content.

3.         Restricting content for a certain amount of time regularly can make old content feel new again.

4.         Having events can bring players back, if even for a little bit, which will expose them to some of the new levels, gear and game types.

Thank you,

Scott

If you like my work and want to support my caffeine addiction, please consider donating to my Ko-Fi.