Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Tuesday, 31 May 2011

The kid’s aren’t alright: LA Noire’s children

Rockstar have a habit of keeping kids out of their games. The trend is bucked slightly in LA Noire but, with only their toe in the water, perhaps they should have stuck to their guns.

For obvious reasons Rockstar’s hit games, which pride themselves on believable rendering of entire cities and landscapes, are notably lacking in one human element: children. Being the purveyors of the kind of video game violence and questionable content that anti-gaming lobbyists love to pounce upon, its choice to keep the streets of Liberty City clear of innocent ankle biters saves the developer that particular political pitfall. Somehow mounting the curb with your stolen vehicle and mowing down a group of innocent passers-by while evading the LCPD would take a turn toward the sinister if mangled prams were among the wreckage in your rear-view mirror.

I approve of this choice, as nothing freaks me out more in gaming than kids. Be it Little Sister from BioShock, the child-like necromorphs from Dead Space 2 or even “normal” kids like those from Fallout 3’s birthday party, their presence in games is unnerving to me and, with the exception of John Marston’s son in Red Dead Redemption, their omission from my Rockstar diet is greatly appreciated. That is, until LA Noire.

The streets and parks of 1947 Los Angeles aren’t filled with children, and their absence simply makes the free-roaming aspect of the game feel like a GTA title, but during your investigations the story sees you interviewing one child and hounding the father of two others in front of them after telling them their mother had been murdered. Their odd responses to the devastating and life-changing events unfolding around them are somewhat unnerving, especially when conveyed using the game’s MotionScan technology, and I actually felt a deep pang of guilt as I condemned one of them to a life of state care.

These child characters serve a purpose in the game; they add a level of believability to the family dynamic of some of the homes you investigate in the course of the game’s cases, they provide a focal point for the reactions of some suspects to help you make your judgement on their guilt. However, because there are only a handful of child characters in a city of countless sprites, their presence in the game is also to its detriment. It leads to a nagging thought in the back of your mind when playing: Why is it there are no kids anywhere else in the game but for the few cut scene encounters in those investigations? It’s not something that spoils the overall enjoyment of the game, but combined with a couple of other aspects (like the ridiculous body count) it picks away at the mortar of a superbly written story, which is delivered - for the most part - in a refreshingly new and exiting way.

Unlike GTA and RDR, LA Noire has heavy focus on protecting the population of the city and hurting pedestrians as you speed through the streets chasing down bad guys is heavily discouraged. Indeed, the game prevents you from un-holstering your weapon at inappropriate times and collateral damage is kept lower than in any other similar title I can think of. With that in mind, and Rockstar’s choice to use child characters in the main narrative, I feel it should have made the braver step to infuse the game with a more believable age range within the city’s population. Not doing so simply highlights how out-of-place the ones that are there feel.

Monday, 11 April 2011

Army of One or a cog on a wheel?

To accurately represent warfare, games must engender a sense of collaboration toward an overarching strategic aim, not focus on the tactical weeds of individual effort.

Despite occupying a significant proportion of video game content, military titles of all genres fail to depict warfare accurately. FPS are fun and exciting, but ridiculous. The game pace, number of incidents and body counts familiar to FPS fans are to modern conflicts as Rambo movies are to guerrilla warfare: a cartoon depiction. In 2011, the average number of daily battle casualties per 100 troops in conflicts worldwide is 3 (source: The evolution of weapons and warfare, T.N. Dupuy). How does that compare to the attrition rate of 2010’s Medal of Honor? Players are divorced from the actions on-screen and are prone to taking extraordinary risk to achieve objectives. Without the fear that normally comes with danger, games simply can’t recreate the true feeling of being under fire. Even if players could somehow achieve empathy with their on-screen character, the way FPS single-player campaigns are designed results in players being constantly harried and channelled to follow pre-scripted actions to progress the story.

RTS military titles are engaging but outside of a despotic society no one person has so much control over the macro and the micro as is permitted by the genre. Even games like Civilization, Age of Empires or Command and Conquer, which incorporate the economic and societal elements of war, cannot give any player a faithful experience of commanding forces at any level. Although RTS games allow players to make the mental leap from the tactical to the strategic, the sheer scope of the faculty entrusted to them is unlike anything that would be experienced by any individual within any military or governmental organisation. To return to the emotional level, players simply don’t, and shouldn’t, care about the hundreds or thousands of units sent to their digital graves in pursuit of the overlord’s aims.

These are examples of the Army of One mentality of video games. Even in multiplayer focused military games the individual is king and players are out to clock up kills and demonstrate their prowess. The number of stakeholders in any military operation, not to mention a full-blown war, is mind blowing. From troops of all spheres of warfare to logisticians, planners and propagandists, politicians and media outlets, the list endless and all have an input to the effort. I’m not suggesting here that any game could simulate the complex nature of a conflict so accurately but highlighting the stark difference between the reality of such operations and how they are represented in our gaming entertainment.

Video game warfare is largely land-centric and it is for this reason, coupled with the individual nature of console ownership, that games don’t make the paradigm shift necessary to depict warfare as the collaborative effort that it actually is. One branch of warfare that is under-represented in games, but which by its very nature requires a collaborative approach, is naval warfare. Sea power is by far the most influential of military might. Navies can legally position aircraft carriers 12 miles off any coast on the planet and influence the area for hundreds of miles around the hull. Submarines can deny access to logistically vital sea-lanes by the mere suggestion of their presence and marines can be landed on any beach by amphibious units with little or no notice. The nature of naval operations means that fighting units – ships, submarines and aircraft - cannot be operated individually and require cohesive teamwork to effect such formidable and versatile weapons. However, from a gaming perspective, the largely individual nature of gaming precludes this vast and intriguing sphere of warfare from being fully explored.

Indeed, the most notable recent example of naval warfare in video games is that of Eidos’s Battlestations: Midway. The battle of Midway is a master class in the employment of naval air power and escort warfare. The world shaping exchange between the US and Japanese carrier fleets influenced the tide of the second World War and gave the US the foothold it needed to press its advance across the Pacific. The game representing these events was woefully below par, reducing the experience to a single-player, ultimate-control farce with one person effecting the navigation, gunnery and command of naval units all at once, so as to make the experience laughable.

The mantra of naval warfare - and indeed that of land and air warfare - is that each individual is a cog on a wheel, a small but vital component in the machine. Everyone knows their job and together they combine to fight the war as directed by those in command, who are in turn guided by the strategic aims laid out by an appropriate authority. Perhaps the only video game genre that could even attempt to replicate the intricate and complex essence of military operations is MMO. If players can make the mental shift away from the weeds of individual effort, and appreciate how fulfilling their role correctly - not for personal glory, but for the collective aim – can have a huge impact on the outcome of a conflict, then they would be much closer to understanding the reality of military effort than they would by running and gunning their way through a restricted shooter map.

As intriguing an idea as this is though, I doubt it would be a viable project. It can be argued that an accurate representation of the human mechanics of warfare is not the aim of these games and that escapist entertainment is the main goal. If players want to test their hand-eye co-ordination whilst enjoying an exaggerated - albeit entertaining - storyline and revel in impressive graphics and sound then the current crop of military titles meets this. However, if players want to experience war in accurately reproduced combat situations but without the physical dangers inherent in military service, then the selection of war games available fails to provide. The dichotomy is that any game that could accurately simulate warfare would be exactly that: a simulation. It would most likely be used to train military personnel and not to entertain the gaming public. After all is a more accurate understanding of the mechanics of war actually what gamers want? Probably not.

Sunday, 27 February 2011

Don’t kill The Walking Dead

Robert Kirkman’s ongoing, Eisener Award winning, epic comic book series, The Walking Dead, has thrilled and chilled readers since 2003. Recently, a TV adaptation secured a second series, and now Telltale Games has announced that the franchise is to be turned into a video game. We can only hope the transition to console doesn’t kill The Walking Dead.

I am a huge fan of the book and I enjoyed watching the TV series, although I did think it deviated a little too much from the comic. The main draw of the franchise has always been the great writing. In all good zombie fiction, the undead serve simply as vehicle for story telling. As terrifying as the flesh-eating fiends are, they are never the true enemy. They cause the downfall of human society, a situation so far outside of every day life that ordinary people are pushed to extraordinary limits, and thus we can explore the darker aspects of humanity. As with Night of the Living Dead, Dawn of the Dead, World War Z and other great films and books of the genre, the most dangerous foe in zombie fiction is always us; the people whose weakness and actions in the face of adversity are their own undoing.

Telltale Games has an opportunity to create a great title from a great franchise, but my fear is that they may attempt to make the game challenging by introducing a variety of enemy types. In big release zombie games, zombies are commonly supplemented with “boss” enemies, such as Resident Evil’s dogs, crows and Tyrants. Left 4 Dead did an excellent job of representing a zombie horde (although the creatures are “infected” humans in the vein of 28 Days Later), but again relied on more ferocious creatures such as Boomers, Smokers and Tanks to add another layer of difficulty to the gameplay. Capcom’s Dead Rising managed to capture some of the Dawn of the Dead nostalgia by setting the game in a shopping mall and, for the large part, presenting the player with a zombie we would recognise from the George A Romero classics. Admittedly, the game was darkly comic and injected a great deal of fun into zombie killing, but even Capcom’s homage chose to modify the zombies, having them become faster and more dangerous at night than during the day.

The true horror of zombie fiction isn’t the graphic violence, the tearing of flesh from bone or the copious amounts of blood and gore, it’s the loss of individuality that results from being engulfed by them and the fear of becoming lost in the mindlessness of the horde. Kirkman’s creatures conform to the Romero paradigm of zombies - slow and lumbering, easy to avoid in small numbers but increasingly terrifying as their numbers swell. Ultimately, survival depends on groups working together in the face of a common enemy. It is my great hope for the game that it will remain true to this vision of zombies, and to Kirkman’s main narrative.

The greatest enemies presented throughout the comic book series are the array of psychopathic and self-interested characters that Rick Grimes, the series main protagonist, encounters, and this material provides a more than sufficient basis from which Telltale can draw. I look forward to the game, but very much hope that Telltale avoids creating other classes of the undead in an attempt to bolster gameplay, and represent such a great franchise in the manner it merits. My worry may be groundless, with Kirkman likely to work closely with the developers, but I truly hope they don’t kill The Walking Dead.

Tuesday, 23 November 2010

You wait an age for one….

Good games are like buses; you wait an age for one, then several arrive at once. Throughout the middle of 2010, I along with countless other gamers, suffered through a drought of decent titles. Between the release of the excellent Mass Effect 2, early in the year, and the recent release of the much anticipated Fallout New Vegas, only Red Dead Redemption stood out as a particularly spectacular game in mid-2010.

No sooner had Obsidian returned us to the world of wastelands, vaults and super-mutants, than we see the release of other big hitters; Star Wars The Force Unleashed 2, Fifa 11, Medal of Honor, Assassin’s Creed Brotherhood, and what is expected to become the biggest selling game of all time: Call of Duty Black Ops, to name but a few. I left out Halo Reach from that ensemble for personal reasons, but if that floats your boat it could add weight to my argument.

With such a large selection of potentially excellent titles arriving within just a few short weeks of one another, I feel like the gaming equivalent of an emaciated captive presented with a banquet; I want them all but can’t have them all at once. The games industry seems to do this quite deliberately and it’s relatively obvious that the release timing is geared to exploit the lucrative Christmas market.

This appears to be a sound business model, being as how a vast majority of games are purchased in the run up to the holiday season; but is this market mindset counter-productive? Development schedules aside, certain titles can easily lay claim to the holiday market. Over the past 4 years the king of Christmas gaming has consistently been the Call of Duty series. So then, are other great titles that simply selling themselves short by trying to go in direct competition with such a massive title? Would there be more sense in releasing some bigger games 6 months apart from the biggest of the holiday titles, to boost sales and, most importantly, fill the gap of good games during the summer?

Only the developers, or perhaps marketing experts, can answer this, but it should be noted as a combat indicator that Game, the UK’s biggest games retailer - one that is supposed to be recession proof - has seen it’s shares plummet over the past year. Last year their share value sat at £1.60, however today it is hovering around 70p. The retailer actually blamed the lack of big title releases in the first half of the year for the slump, and expects to recover over the Christmas period. That said if this is to be the trend, then Game and other video game retailers could well see their share prices in a constant yo-yo. Meanwhile, gamers will continue to wait many months for another flood of great games.

Sunday, 26 September 2010

If typewriting monkeys can do it, so can I…

I started this blog exactly one year ago this month. My aim was to portfolio my writing in the hope of making a career of it one day. I have thoroughly enjoyed writing in my spare time and interacting with those who comment here and follow me on Twitter and Facebook. Thanks largely to the existence of this blog I have been writing for other sites (mainly Game Kudos) for over 6 months now. Next week I am to get my first taste of “real” journalism. The good people at Game Kudos have arranged a press pass for me to the Eurogamer Expo taking place in London’s Earl’s Court next weekend.

Eurogamer is one the UK’s largest video games expos and is expected to draw 20,000 visitors over the course of the 3-day event. With big name developers displaying upcoming titles such as Assassin’s Creed: Brotherhood, Enslaved: Odyssey to the West, Dead Space 2, Fifa 11, Fallout: New Vegas and Dragon Age 2 - to name but a few - there will doubtless be plenty for me to cut my teeth on. My Director is in the process of organising appointments and interviews and my Editor-in-Chief has spent some time imparting words of wisdom to help me prepare for my baby-steps into the world of video games journalism.

Don’t get me wrong, I know I’m far from a fully-fledged games journalist, but I see next weekend as a first major step on that road. I still have a lot to prepare and reams of research to read through prior to my first appointments, but I can honestly say that I am excited to be going. I’m aware that it won’t be fun, not in the traditional sense anyway. I’ll be there to work, not play, and despite this I’m certain I’m going to enjoy it. If nothing else, the Eurogamer Expo will serve as an invaluable experience and one I hope I'll look back on fondly.

After the event I’ll write here about my experiences and, of course, link all of the stories I’ll be writing for Game Kudos. For now, I must get back to my research. If the old saying is true and I work hard enough and type for long enough perhaps I’ll produce Shakespeare, or at least a decent game preview.

Sunday, 15 August 2010

Realism in games? Be realistic!

Much is made of the requirements for games to have “realism”. Realistic backdrops, realistic graphics and sound, with realistic weapons causing deadly realistic reactions in our realistic enemies, but do we really want true realism in games? What’s the point?

Take for example the hugely popular Modern Warfare 2. Many gamers would agree that it was a very realistic shooter. Excellent graphics, modern, accurately rendered weapons and absorbing gameplay, all of which lead to the argument that it is very realistic. But is it? I would argue no.

In the case of the single player game, despite the accurate physics and the detailed aesthetics, regardless of how much I enjoyed the game, not once during my experience of it did I feel in danger. I was not in fear of my life and was willing to take enormous risks regularly to progress the game. That is not realistic. The “Army Of One” concept can only go so far. What are the odds of engaging literally hundreds of armed, well trained enemies and coming out unscathed whilst their corpses lie in piles tens high? It simply isn’t feasible.

If one were to make an entirely realistic war game then players would spend months training in seemingly benign scenarios over and over until they react almost instinctively to expected stimulus and follow orders and procedure unquestioningly. They would then be given an idea of where in the world they would be fighting and then spend several more weeks training for that particular environment. There would be frustrating period of acclimatization in an area of the world similar to the conflict zone and then, finally their boots would hit the ground. Once there, players would have an entirely different outlook on the gaming experience, investigating and absorbing everything in the sure knowledge that one explosion, on roadside bomb, one stray bullet would end the game. There would be no re-spawning, no restarting from last checkpoint.

In multiplayer there would be no mindless running and slashing with combat knives so prevalent in the current online experience. Players pre-disposed to this sort of activity would find their game/lives cut very short. More thought would be had to the use of cover and unnecessary risks wouldn’t be taken. That would be more realistic.

Notably, games that have tried to be more realistic, like the realistic limb controls in Jurassic Park: Trespasser for PC, were not so well received. Trespasser aimed to use very realistic physics and make players control arms and wrists individually with very realistic control of movement, but it was difficult. This made firing your weapon effectively harder and often lead to death by Raptor. The game was considered a failure selling just 50,000 copies and receiving poor reviews, this despite the game’s aim to make the experience more realistic.

So perhaps when we talk of realism in games we are referring to the graphics and the sound and the physics engines, but not necessarily the social realism. If we were to act in games as we do in reality then titles such as GTA wouldn’t have such a large appeal. How many of us would actually steal a car, run down pedestrians or leap from skyscrapers after peppering a street full of innocents with a helicopter’s mini-gun? Surely there can’t be that many sociopath gamers. It is the inconsequential nature of games that allows us to act without moral reprisal that would normally be attached to such behaviour.

The mentality of gamers plays a large part in what makes games so popular and successful in the first place. Recently Sid Meiers, creator of Civilization, gave a keynote speech at the 2010 GDC covering the psychology of game design. When games are being made the developers must consider the way gamers think. Why do they play the games in the first place and why they would stop playing? As Meiers said at the conference, “I never received a letter that said ‘Hey Sid, great game but I win too much.’” What he says is true; gamers wouldn’t play a game that they thought was too hard, or which they constantly fail to progress. When you consider that the majority of games place players in situations and roles in which they would never find themselves in reality, then it calls into question whether gamers actually want games to be realistic. They want games they can beat, regardless of the odds and often feel hard done by or cheated if they lose to AI.

There is suspense of disbelief at work here. For an ordinary gamer to expect to be able to take down a special forces squad single-handed isn’t realistic, so surely realism isn’t actually what players want. That’s not to say that we don’t want to be challenged though; a game too easy to beat would be boring, or at the very least have a short shelf life.

So I would suggest that what gamers want is fantastic, not realistic. Fantastic graphics and sound with realistic physics that allows players to engage the fantasy of the game coupled with intuitive control systems. Actions without consequence in the real world are what draw people to games. You may not be a good footballer, but when playing a football game you can compete against and beat some of the greatest athletes in the world. Now that’s fantastic and that’s what video games provide: an escape from day-to-day reality and the ability to pit yourself against unthinkable odds and, more often than not, win.

This article was written for Game Kudos and can be viewed in its edited format here.

Tuesday, 10 August 2010

Red Ring Of Death! - Farewell to a friend, and hello to a sexy new model

After 5 long years and countless hours of awesome (and some not so awesome) gaming, my trusty Xbox 360 slipped away to a better place last week. The dreaded “Red Ring of Death” left its mark on my otherwise happy home. For the uninitiated, the Xbox 360 has a ring of lights surrounding its power button that are generally green. Green is good. When those lights turn red then you have issues. It means that, for one reason or another, your console is dead or dying and needs repair.

The warning signs came a couple of weeks ago, when playing Borderlands the screen froze a few times. That was followed by one red segment of the ring being displayed. Panicked and confused I blurted my worries to the world in general over Twitter. Surprisingly, the good people at Xbox Support, who obviously trawl the social networking site looking for poor unfortunates like myself, got in touch with a solution to my problem. They sent me a message linking a help forum at their website dealing directly with “Red Ring of Death” and the solution described therein worked. I was pleased.

Sadly, one week later the inevitable happened; the screen froze again and this time it was accompanied by a full “Red Ring of Death”. Nothing in Xbox Support’s solution arsenal was effective and I had to accept the fact that my old friend was gone.

Ordinarily you can send your console off to Microsoft for repair, but only if you’re still within your warranty period, and as mine was a launch model my warranty had expired years ago. I was forced to submit to the inevitable, to lay my old friend to rest and to visit my local store for a replacement.

As timing would have it, a sexy new model, the Xbox 360 slim, was launched recently and has improved in many ways upon the original 360. With a smart shiny black veneer, the slim is more compact than its predecessor and has built in WiFi. The model I bought came with a 250GB hard drive, a vast improvement on the 20GB of my old launch model, and the cooling fan is nearly silent, quite unlike the sound made by my old console, which was reminiscent of Seaking helicopter launching. What’s more, the system makes a satisfying “Ping” noise when you press the eject button (simple things please simple minds).

However, I have cause for concern. When I bought the slim the helpful staff member at my local Game store told me that some people have been experiencing problems with the new console. She claimed that fans break, the laser disk reader burns the faces of the disks on occasion and many have suffered the same catastrophic shut-down that killed my old model. What worried me most was when she said “You don’t need to worry about Red Ring of Death, you don’t get them with this console. Oh, that’s not because they don’t break, Microsoft have just removed the red light bulbs!” A grim thought indeed.

That said, forewarned is forearmed and I’ll be on the lookout for any of these supposed problems. As it stands the new slim is occupying old-faithful’s plinth and is serving very well. Something about the whole experience has been niggling at the back of my mind though, and I have finally put my finger on it. Many who I have spoken to about the demise of my first 360 have expressed surprise that it lasted as long as it did. One of my friends told me he was on his 4th model, having suffered “Red Ring of Death” 3 times.

I’m now wondering why we, as consumers, accept this. Surely something as expensive as an Xbox 360 should be expected to last more than a couple of years, and the general acceptance of regular breakdowns is infuriating. These things should work. Unless you drop them, spill something on them or leave them on too long and overheat them, why don’t they just keep working? It’s not for this post, as I intend to research this more and write about it more thoroughly and thoughtfully, but can you imagine if you bought a car and then after 2 years it catastrophically broke down only to hear from the world in general that that was expected, and have you checked your warranty? I wonder how many people would buy an expensive TV or other household appliance if the life expectancy were so low.

However, I have my entertainment for now, my gaming may continue. But I’ve got my eye on you, Xbox, and I will be far from pleased if this happens again.

Friday, 23 July 2010

Bad Journalism

It is a sad state of affairs when a national “newspaper” resorts to inventing stories to fill pages. It’s sadder still when the story in question surrounds a murderer and preys on the emotions of the families involved. On 21st July 2010 The Daily Star, a newspaper with a circulation of over 800,000 (the UK’s 4th largest), published a story reporting that a book, movie and game were to be developed concerning the actions of murderer Raoul Moat. The game to which he refers is a fictional version of the hit series Grand Theft Auto, purportedly set in Rothbury, the scene of Moat’s demise.

The journalist in question, Jerry Lawton, claims in his story that gaming websites were showing pictures of the front cover of such a title. As far as anyone can see the first instance of the image’s publication was in Lawton’s story and games websites have only subsequently published it to underline the ridiculousness of his “journalism”. He has not produced evidence demonstrating that other sites did so first.

What is most reprehensible about the story is that Lawton approached the grandmother of Moat’s ex-girlfriend, who was shot and left for dead, and showed her the image to obtain a reaction for his article. He got what he wanted, an angry response denouncing the game as “beyond belief”. And it is, as it does not exist.

There was, as you would expect, a big backlash from gaming websites denouncing this as gutter journalism. Apparently “baffled” by the reaction, Lawton has hit back by reportedly publishing the following on his Facebook page:

“These are grown (?!?) men who sit around all day playing computer games with one another who’ve today chosen to enter the real world just long enough to complain about my story slamming a Raoul Moat version of Grand Theft Auto!”

and,

“You would think I’d denied the Holocaust!!!”

The post speaks for itself as to the attitude of this journalist and his contempt for the opinions of people rightly affronted by an unprofessional and abhorrent style of reporting. Perhaps they are right as the invention of such an inflammatory title directed the blame at their industry to begin with. The Daily Star has since removed the article from its website.

This incident does highlight an apparent hypocrisy; Video games journalists have long been accused of bad practice and poor or lazy writing, and in some cases this is true. However, a mainstream, albeit tabloid, newspaper allowing its reporters to produce such articles only serves to undermine all journalism and make the general public suspicious of news sources.

Tuesday, 20 July 2010

DLC: Elongating gaming experience or simple profiteering?

DLC may now be an institution in gaming, but it is not a universally acclaimed practice. There are complaints about cost, and the deliberate withholding of content by game developers from the release of titles to ensure extra revenue streams shortly after the bulk of initial sales are made. DLC add-ons for games like Fallout 3, GTA IV, and Elder Scrolls IV: Oblivion are touted as a great value by developers and gamers alike, as they represent entirely new content created after the game's release.

Other "DLC," however, such as the downloadable costumes for characters in Street Fighter IV were not, in fact, downloads. They already existed on the disk. Players pay for unlocks, not downloads, and therefore many of them feel they are paying twice for content. Many gamers also feel cheated when add-ons are released shortly after the release of the game proper, for example the extra downloadable missions for Assassin’s Creed 2 and Mass Effect 2. If this content was available so close to the release of the game, why wasn't it included to begin with? Capcom faced criticism over Resident Evil 5, which had a downloadable Versus mode. When players paid and downloaded the content the file size was a mere 2 megabytes, leading players to believe that this mode was on the disk already.

When loyal fans discovered that the first batch of content for Bioshock 2 was already on the disk, they felt rightly affronted and expressed their anger on forums and with direct appeals to 2K Games, the developers. But is there a reasonable explanation for 2K’s choice to block content like this? They retorted to criticism in a calm and low-key fashion, explaining in a short post that the decision had been made due to the way that post-release DLC is made. 2K argued that if the extra multiplayer levels were developed separately at a later date then gamers would be separated from their friends in online sessions, if one set had purchased the DLC and the other had not. This is apparently due to how players are grouped in multiplayer. They seem to suggest that if you have downloaded post-release DLC then you will only be grouped with other players that have it, but if the extra content is present on the disk then players can be grouped together when playing the basic multiplayer levels, even if some had the DLC and others don’t.

So this begs the question: why not simply make the maps available for all? The customer had already paid a lot of money for the game, so why don’t they deserve to have access to all of the content? It brings us to the sad conclusion that developers do see DLC primarily as a way of generating cash. Even with 2K’s explanation, which if true could hold for the Street Fighter and Resident Evil examples too, then they are making a conscious choice to charge more for content available at the game’s release. From a business stand point this is understandable, as selling DLC can net vast sums of money. Call of Duty: World at War generated $70 million from its map pack sales alone; but there is a clear line between what people consider to be value for money and what is seen as simply profit generating extras within the realms of DLC.

It is possible that DLC is produced on a separate budget from the main game, and that it is developed in tandem. If this is the case the 2K’s explanation may hold some water, as the development costs would need to be recovered. It also leads to the conclusion that if multiplayer DLC is so difficult to integrate then the future of DLC may be on-disk. That being the case then I would suggest that the DLC tag be dropped and the term “unlockable content” may be a suitable substitute. This doesn’t make the players feel any better about shelling out cash for more game, but it doesn’t wrongly lead them to believe that what they are paying for is being downloaded separately either.

Judging from what is posted in the forums and chatrooms of the gaming world, gamers don’t mind paying for DLC if they deem it value for money. There are many examples of excellent DLC which adds so much to the gaming experience, but the large sums of money created by DLC has made the industry greedy it is now rare to find a game release that doesn’t have some form of DLC attached. Ultimately gamers are the judges in this trial and the only way for their complaints to hold weight would be to boycott the purchase of DLC considered below par, or which is obvious profiteering.

That all said, Xbox LIVE is the biggest online DLC provider and a business model that remains extremely profitable, so as long as we keep downloading it appears that they’ll keep charging. Perhaps players should take a look at what it is they’re paying for though, before they part with their hard earned Microsoft points.


I wrote this article for Game Kudos, a new web publication. It can be viewed in its edited format here.