Sat. Jan 28th, 2023
EA exec says complaints about

It seems that every few months certain gamers riot when a brand new game disc is discovered to contain content that will be sold as “downloadable content” in the future. In a new interview, EA Chief Operating Officer Peter Moore said this kind of controversy stems from a fundamental misunderstanding of how DLC is made.

“A lot of that resistance stems from the mistaken belief that companies will somehow ship a game incomplete and then try to sell you things they’ve already made and withheld,” Moore told Gamespot in a Gamescom interview. “Nonsense. You get where I am, next to Visceral’s studio, and you see the work that’s being done right now. And it’s not just DLC, this is free updates and constant balance changes.”

Moore compared the bits of DLC found on some game discs to scaffolding erected to support the actual downloadable product when it’s ready. “Think of them as APIs,” he said. “Knowing that there has to be something on what you’ve already made means you have to lay some foundations. What people are confused about is that they think DLC is secretly on the disc and that it’s somehow otherwise unlocked is when we say .”

In practice, it doesn’t really matter where the bits of “downloadable” content are stored; the value proposition for the core game doesn’t change just because some “DLC” is actually part of the disc you originally purchased. Those who argue that launch day DLC should not use development resources before the core game is completed are misunderstanding how modern AAA game design works, with many moving parts edited in parallel by several autonomous teams (and without the ability to necessarily speed to make). by simply sending more people to the “core product”).

Regardless, Moore stressed to Gamespot that DLC and season passes were a key element in keeping players constantly engaged (and spending money) for the smaller number of games being released today. “When I joined EA eight years ago, we were publishing 70 games a year. 70. And this year we’re doing maybe 12,” he said. “The big games are so engaging these days because they’re not games that you play for a while and then walk away. Triple-A games have live elements these days, and things like season passes are a way to keep people engaged. Today we have which used to be the size of an entire game development team, about 40 or 50 people, working exclusively on the additional content.”

By akfire1

Leave a Reply

Your email address will not be published.