Here are the slides from a presentation I gave at a school in Coppell, TX for Middle School students in the summer of 2018. Keep in mind that my target audience here was middle school kids, the last few slides are a little text and game development heavy, but came in handy for the game development activities we did afterwards.
I would love to give more talks like this so if you are interested, let me know! Also, feedback is always appreciated!
5. So what Is DLC?
DLC stands for Downloadable Content. It adds extra content and/or functionality to a video game after a game's release.
6. So what Is DLC?
DLC stands for Downloadable Content. It adds extra content and/or functionality to a video game after a game's release.
It can be released as a paid or free update to the game.
13. Ok, So Why DLC?
• (Picture skills are on cooldown, incoming text!)
14. Ok, So Why DLC?
• The game industry has learned over the years that DLC is important for
many reasons, but here are three to consider:
15. Ok, So Why DLC?
• The game industry has learned over the years that DLC is important for
many reasons, but here are three to consider:
Customer Acquisition
Monetization
Player Retention
16. Customer Acquisition
• Getting somebody interested for
your game/DLC
• Can apply to any game, but more
so towards social games
Inherent game mechanics
Facebook/mobile game designs
Could build friend referral systems
that award DLC items
• Announcing DLC plans early can
build customer confidence
17. Monetization
• Getting somebody to give you
money for your DLC
• Game prices remain the same,
development costs climbing
Something had to change
• Law of build once, sell many
My favorite thing about writing
software!
Build more things you already
support to maximize profits
• Listen to your community
18. Retention
• Keeping players playing your game
• Perhaps the most important!
Especially for multiplayer games
• New content and changes will keep
current customers interested
And bring back some who had taken
a break
• Free DLC, high value DLC, and
addressing community issues are
goodwill builders
For current and future games by
your company
20. How DLC Gets Into A Live Game
Ideally we plan & test ahead so we end up with something like this
21. How DLC Gets Into A Live Game
Rather than an unstable and hacky thing like this
22. How DLC Gets Into A Live Game
• (3 parts, incoming text!)
23. How DLC Gets Into A Live Game (1/3)
• Plan ahead!
Reserve some RAM during main game development
Understand first party requirements
Scale testing as necessary
Build a simple DLC example and test before shipping main game
• Build it!
Great care should be taken so as to not break the main game.
DLC content should not be referenced by the main game
Use budgets and reference the main game as needed
• Binaries are typically delta patched or replaced wholesale
• Content layout/run-time use depends on game engine
24. How DLC Gets Into A Live Game (2/3)
• Release Engineering
Typically responsible for things like:
File/package/chunk management per platform
Branching the game per DLC/patch and per platform release
Integrating DLC team’s changes & propagating to the correct branch
Uploading builds to QA and first party certification
• QA & First Party Certification
Test for random game issues as well as certification rules they have on their end
Generate reports and score issues that need addressing
Eventually the DLC will pass and marked as GOLD!
25. How DLC Gets Into A Live Game (3/3)
• Marketing
Collaboration with marketing to raise awareness and excitement about
upcoming DLC
• Release
Many switches to flip at once
May want to pre-release some items or display news as well
• Micropatching
Becoming popular way to address game issues in-between “big” patches
Micropatches are tiny, typically in the single kilobyte range!
Same changes should be made in DLC so micropatches can be retired
eventually
• And a News system
Text, image, video & URL support ideal for marketing’s needs
First presentation of the day, let’s get this thing started!
Here’s a few of the franchises I’ve worked on over the years (better list can be found at http://www.mobygames.com/developer/sheet/view/developerId,82004)
Before video games I wrote multiuser finance software and contract web programming in Arizona.
This is what my life looked like when I was around your age!
No Google, YouTube, Twitter, Steam or Twitch!
Things were much different then, but there’s always opportunities when it comes to technology and our favorite type, video games!
Here are a couple of examples from Rocket League and Legend of Zelda, Breath of the Wild.
But maybe one more example would help, yell out if you know what game this DLC appears in?
I think you get the picture on what DLC is now, but what about before DLC was a thing?
When I was a kid, the game I bought was the game I got...forever, for better or worse.
Think about that for a minute…
There wasn’t a way for developers to patch their game to adjust the game’s balance, fix bugs, or address poor performance. As a game developer I can tell you that this is pretty scary especially today as games have become incredibly complex to build and TEST!
By the same token, however, there also wasn’t a way for developers to offer extra content or features. We couldn’t purchase DLC for Super Mario, Tetris, or Legend of Zelda.
Sports games today have all sorts of neat features we could only dream of back then (roster updates, digital trading cards, etc)…in fact, one of the earliest times I can remember thinking about programming was when my best friend Ez and I ran Tecmo Bowl seasons for our neighborhood. Tecmo Bowl was rather simple, but we were stat junkies and highly competitive. We hand recorded stats for every play of every game and then calculated running averages and totals for bragging rights. As you can expect, that was a lot of work for us! But, totally something the developers could have offered in a free DLC update if there were such a thing back then.
So why do games need DLC?
I’m sure somebody in here has probably asked a math teacher why they need to learn a particular formula! It’s a great thing to ask and I believe questions like that help you remember what’s being taught.
Most people would probably guess we build DLC because…
…game developers just want to be rich, but that’s not true!
The game industry has learned over the years that DLC important for three reasons:
Acquisition, monetization and retention.
The game industry has learned over the years that DLC important for many reasons, but here are three to consider:
Customer Acquisition
Monetization
Player Retention
Let’s jump into Customer Acquisition
Acquisition
Ok, Monetization
Game prices haven’t changed much over the years, however the cost to create them has increased a lot. DLC allows developers to earn additional income which can offset the costs of development and ideally earn profits to keep the company going and the employees paid.
One of the awesome benefits of software is that you can create something once and sell it many times. DLC benefits from this concept greatly because you can build DLC systems once that you use many times to release new content (Ie. customizations like heads, skins, and emote). The upfront development cost is large, but additional costs are low resulting in more potential profits.
Think about a chore that you always have to do every day or every week and how nice it would be to build something that would take care of it for you automatically. DLC systems and game development in some ways are similar to that!
Listen to your community, they’ll tell you lots of things they would be willing to pay for which could spark some ideas.
Ok, Retention
Last, retention is a big reason to consider DLC.
If you’re a multiplayer game, your game most likely depends on other players playing for systems like matchmaking to function probably. Consistently building and releasing DLC is a good way to keep your players interested and playing your game.
Free DLC and DLC priced well below its value is a great way to build goodwill with your players both for your game and for your company. Think Borderlands keys!
Slightly technical, but heavily simplified. Happy to discuss in more depth after the talk!
Plan ahead!
Reserve some RAM during main game development (might need more global objects in a DLC, make room now)
Understand first party requirements (number and frequency of patches, sizes, etc)
Scale testing as necessary (self contained DLC is tremendously easier to test than one that will also impact the main game!)
Build a simple DLC example and test before shipping main game (cannot stress enough how much it’s easier to fix before the game is live!)
Build it!
Great care should be taken so as to not break the main game. (same as building a simple DLC example early, it’s painful to fix main game issues when it’s live)
DLC content should not be referenced by the main game (doing so could force the main game to run out of memory!)
Use budgets and reference the main game as needed (you’ll be thankful later)
Binaries are typically delta patched or replaced wholesale
Content layout/run-time use depends on game engine (Ie. some engines will put DLC content in their own folder and load it first before the main game’s content)
Release Engineering
Typically responsible for things like:
File/package/chunk management per platform
Branching the game per DLC/patch and per platform release
Integrating DLC team’s changes & propagating to the correct branch
Uploading builds to QA and first party certification
QA & First Party Certification
Test for random game issues as well as certification rules they have on their end
Ie. When a player is using voice chat we must display a microphone icon
Generate reports and score issues that need addressing
Eventually the DLC will pass and marked as GOLD!
Marketing
Collaboration with marketing to raise awareness and excitement about upcoming DLC
Release
Many switches to flip at once at the right time and on the right day
Multiple platforms and time zones
May want to pre-release some items or news as well
Doing so might require a system not talked about yet called Micropatching
Becoming popular way to address game issues in-between “big” patches
Micropatches are tiny, typically in the single kilobyte range!
Same changes should be made in DLC so micropatches can be retired eventually
And a News system
Text, image, video & URL support ideal for marketing’s needs