The Evolution of DLC:
From Traditional to Shareable
Introduction
To begin, let us understand what a micro-expansion, aka micro-DLC, actually is. Micro-expansions are a subcategory of micro-transactions. In many cases, a micro-expansion, much like a larger game expansion or DLC, asks that every person buys it to gain access to it. This can include a wide variety of game aspects, such as dungeons, battlegrounds, areas or zones, and even other typical micro-transaction staples such as characters, classes and aesthetics.
The issues with micro-expansions are similar to the issues with micro-transactions when looked through the lens of what social damage it does to players in a game. This includes pay-to-win concerns from players who cannot participate in the dungeon to get loot from it, and therefore it is similar to a loot-box in the resulting benefits for the person who bought it. It fragments the player base, meaning less people can potentially play together. It becomes what the game design leans into, so that money can be excised from the player base instead of earned. All of these leads to upset players, who may stop playing because they cannot find the fun in the game anymore.
Which is where my proposal comes in: If you sell DLC for single access dungeons, then allow the person who bought it so share that access with anyone in their group. It gives access to the content to people who cannot afford to buy the DLC, and yes for some people even that $2.99 can be too much, and it helps with the problem of fragmenting player bases. If you have a free vs monthly/battle pass model, you can even give one free dungeon to those who buy a battle pass, and that way those in guilds could cover all the seasonal content by working together on what free dungeon they pick.
The Problem with Traditional DLCs
So why did companies leave making traditional DLCs, large patches of content that often times feels like a sequel within the same game engine. The player base often looked forward to such expansions every two to three years. People would renew accounts, start preparing for the expansion, and often play through the game quickly and drop their subscriptions again after a few months. Even though many players would continue to leave subscriptions on while not playing or even would actually continue to play after these rushes, the growing amount of players and the need to adjust to the size of the rushes meant that companies would have to invest in extra servers that they would end up no longer needing or would need to continue to operate after it was no longer profitable to their margins.
Producers have been seeking out how to diversify their monetization so that they do not have to be stuck in one model. Producers have pushed Developers to decrease the space between one expansion and the next, which begins asking players to pay for a new expansion every year.
There are benefits to faster smaller DLCs for developers as well. It helps keep player engagement up, since the space between DLCs is smaller, and therefore people who only play for new content stay subscribed longer. It has less risk of being wrong in a design choice, as in making a mistake in design did not waste multiple years development time and money, and is instead less impactful to the bottom-line.
This all leads to the current state of games, which are Battle Passes over the traditional monthly subscription. Battle Passes offer rewards over the top of the free to play model. They reward players coming back to the game daily, and therefore generate player engagement. They often allow you to earn in game currency or other rewards for playing and doing daily check ins. This model often sells other micro-transactions, but allow you to earn the next battle pass, or at least earn more value based on in game currency than normal in game currency purchases would.
This all leads to the new problem games are heading towards, which is, selling where you can play. Lands to explore, arenas to fight in, dungeons to delve, are all being sold piecemeal and are not being included in the purchase of the subscription or battle pass. These micro-DLCs are going to magnify the issue of traditional DLCs in that you will start to see hyperfragmentation of the player base. Leading to a point that someone could buy the DLC, and have no one to play it with.
My Proposal: One DLC for the Whole Party
The idea is simple: If you want to sell a dungeon individually to people, allow them to share it with their group. The idea behind this is similar to Dungeons and Dragons having a DM who usually has all the books and the players join and get to participate and use the book content without having to buy the book themselves. Most of the people who would take advantage of this would not have bought the DLC themselves, and the player gets to enjoy what they purchased without worrying that no one else bought the DLC. Because the benefits are higher for those who do spend the money, and the loss of monetization to the company is minimal, since most people taking advantage of this would not have made the purchase, there is little worry of missing out for the company.
You could even give out a free dungeon for taking up a battle pass or paying a subscription. That way with this model, players can coordinate with their guilds or friend group to cover their bases. It increases the desire for people who play in groups to join guilds or invite friends.
The issue of dungeons being glorified loot boxes can also be resolved this way. Usually selling a dungeon is like selling a loot box, but you have to play through it first. This allows a reason for players to want to run the dungeon with the player who bought it. Sharing the dungeon could also increase their drop rate of materials or non-equipment goals. It makes sharing worth it, and makes purchasing the DLC worth it as well.
Developers can target people who do not have the micro-DLC in other ways, to help build monetization. Playing in a shared dungeon can lead to earning points to purchasing the dungeon for free, and therefore cascade dungeon runs out across the population. As people earn the dungeon, the dungeon sharing rewards naturally decline, incentivizing recruitment of outside players, "Come on! You can play for free and I can share the dungeon with you!" as free advertising. Not to mention that such models are viewed so favorably with players that it fosters an extremely positive view of the company.
Actual Real World examples of not using Shareable Content DLC
One of the major content companies using shareable DLC is actually tabletop gaming. Even in a digital space, places like Roll20 ask only that one member of an adventure of the DLC to be able to share it with others for that adventure.
Companies focused on short term monetary gains over the life long monetization of their product are moving away from that into the realm of individual micro-transactions and micro-DLC. Wizards of the Coast and by extension Hasbro is looking to follow Blizzard into the hellpit of micro-DLC to nickle and dime every player out of money, despite making billions of dollars already, and having HAD one of the most profitable games in their respective market.
And the same way that Blizzard Activision has lost its ability to earn trust in their player base to the tune of being bought out by other companies and having their entire team disbanded for failure of the executives, so too does Wizards of the Coast have the specter of doom looming over their future business model.
Already evidence has shown that people left WoW for FF14, and people have migrated from D&D to Pathfinder, with 4 more major D&D-a-likes coming out that address the issues with the game, and have the promise of freedom of creation to 3rd party makers.
Conclusion
So often companies start off with passion about their games. They make games in service of gamers. In turn those gamers create huge buzz and talk about the game that it reaches the general zeitgeist. Gamers grow up and become content creators: artists, writers, directors, producers. They make content for people, which references these games in sacred terms, and popularizes them.
Then the companies abandon the gamers, and target the average consumer. The average consumer, not having time to game all day, loves the shortcuts and purchases they can make with real dollars to shortcut their advancement so they can enjoy the game. Which is exactly where micro-transactions have value to those casual gamers.
This abandons future gamers, people who would love that original game experience like their parents had had 15 years earlier, but who now cannot enter the game without micro-transactions. They abandon the game, and suddenly future revenue drops as the casual gamers pay-to-win themselves out of content and migrate to another game.
Mitigating that migration, requires treating your game as if people could leave it at any time. If you realize that you do not have perfect control of people's desire for your game, then you have to design it in a way that it engages them. Things that remove people's ability to engage, can be managed with sharing. You can strive for engagement with rewards for sharing, and create natural endings to it so that in the end, you have received enough engagement from all those participating in your game, and those who pay to play, have enough people to play with.
No comments:
Post a Comment