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11/10/2014 9:44:28 PM
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How DLC used to work. Oh hey we are done making our complete game with all ideas that we wanted in it are in it. Year and a half later, hey we thought of other good ideas for the past 2 years, so we decided to make an expansion pack, that is basically another game.
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  • Some companies used used to be like "oh hey, I see you enjoying our game, we are going to give you this freely so you can enjoy yourself even more

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  • Yes I comment on that. They would fire the engineers who worked on the base game. Then when they wanted to do DLC they would have to rehire some engineers and retrain them to make it happen. If the engineers weren't fired they would be moved to another project in which they would have to pull them off that project to work on DLC. I personally would rather have DLC coming out quickly then having to wait 1-2 years for additional content. I'm usually done with a game by that point and don't go back.

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  • [quote]Yes I comment on that. They would fire the engineers who worked on the base game. Then when they wanted to do DLC they would have to rehire some engineers and retrain them to make it happen. If the engineers weren't fired they would be moved to another project in which they would have to pull them off that project to work on DLC. I personally would rather have DLC coming out quickly then having to wait 1-2 years for additional content. I'm usually done with a game by that point and don't go back.[/quote] Yup which is also a problem with today's gamers. Wanting content instantly and then moving on to the next flavor of the month.

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  • It's not unreasonable to want content to expand a game after beating it. This makes more sense than having to wait 6 months to a year for a little bit extra to go along with it. It's pretty easy to do in the development cycle and it makes sense because it allows the engineers to do something meaningful but still be around if something needs fixed in the base game.

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