Downloadable content is additional content for an existing game. Therefore, they can only ‘work’ if someone first buys the actual game. So DLC needs people to get past this preliminary hurdle before they can have a chance of enticing an audience to purchase them. From a financial standpoint, DLC can prolong a game’s longevity in terms of generating profit. After initial sales of a game have begun to diminish, DLC can inject a new lease of life into a game’s fading sales figures. DLC can be a powerful tool in this way. For example, take an already popular franchise like the ‘Call of Duty’ series , and then consider the sheer amount of DLC released after a game itself was released. In 2010, when ‘Call of Duty: Black Ops’ came out, four additional ‘map packs’ were made available in the months after it came out. These were spaced out over a year, culminating in the release of the next title, 2011’s ‘Call of Duty: Modern Warfare 3’. Therefore, never letting up on ‘new releases’ for too long, and always making money. DLC is not in itself a game; rather it acts as a extension. Although, the capability to download entire games also exists. The digital size of the games avalible to download is unimportant. Anything from small, 2D flash games, to triple A titles, which take up gigabytes of space on a hard rive.
Before the advent of the Internet, adding digital content to
a game you have bought was unheard of.
Nowadays, you cannot say with certainty that you have wholly bought a
game. There will invariably be something else for a player to buy or download. So in a way, DLC can be seen as just another marketing tool, to make even more money on top of the initial sales of a game.
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