How do you plan to implement DLC into your game?

Tsukihime

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For some developers, the game is not finished once they've released it. Instead, perhaps due to popular demand, they may create some extra content for their fans to further enjoy the game.


However, DLC is more than just dropping new files into the game.


For example, if you add a new character that players could recruit or use, you may need to update your events to take into consideration the possibility that this new character is in the party, and handle it differently. Maybe a new sidequest can be unlocked when this new character is in the party.


For those that are thinking of implementing a DLC system in their game, or have already done so in their existing games, what kind of techniques do you use to properly integrate the new data into an existing project?
 

Hudell

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All my events are generated by script (with your EventWrapper script), nothing is added on the editor except for events that serve as a third-layer. Script are completely change-able. I've got that perfectly covered for my game :)
 

Alexander Amnell

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   I don't like dlc and frankly hate the whole "beta-at-release major day 1 update" system that has been created in the AAA circuit because of them. (Granted my bias mostly comes from the fact my internet connection is too poor to connect to a console, so I'm stuck with completely broken, almost unplayable games sometimes until I go somewhere with a better connection to hook the console up and 'get the update'). 

   I'm not completely against dlc though, just that culture that it created. If you're going to use dlc, I'd say step one would be to make sure it's actually an individual, standalone bonus to the game and not a piece of the game picked out and separated (whether created before release or not, if major and important plot points to your main story that cannot be gleaned anywhere else are in the dlc, making the dlc necessary to understand the main story, then that shouldn't be dlc. Dlc adds to the story already there, it should never be a part of the original plot!) for the sake of having a dlc, there are enough AAA companies selling beta's and then selling the final game as dlc, it'd be a horrible thing for the market if indies started following suite there. 
 

KanaX

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My idea of DLC for my project cannot really help me contribute to the topic. I plan to make an extra episode of sorts, that is just set in the same world as the main game. All that will be needed is for the player to have finished one of the main endings and they will be able to play it.

So you see, since it exists outside of the game I don't really have to mind myself with additional planning, unlike someone who will create content that is going to directly affect the already set project.

However, I could list from the top of my head some things a developer should care for:

  1. Use a different set of switches and variables. Especially useful for large games, for obvious reasons.
  2. Avoid using new scripts. Pre-existing data doesn't go well with freshly integrated scripts.
  3. Add the DLC content in a separate folder or sub-folder. From my experience, it's always better to have some level of diversion between things that are not one single unit. DLC is additional content and it should stay that way.
  4. Make it easy for the player to insert the new DLC. Without scripts, it's impossible to provide a player with additional content, unless you make them re-download the entire game. And unfortunately, none of the existing DLC scripts are perfect either. Hopefully, MV will provide us with a way to easily and quickly plug in DLC and more importantly, patches (which is a slightly different process but falls under the same category)
  5. Have a "DLC" switch, that will activate new event pages. Creating conditional branches inside pre-existing event pages, allows for a large margin of error to happen. It's much more clean to just make a copy of the event pages, make them activate with the "DLC" switch and edit them as you see fit.
  6. Re-balancing. Mostly for games with a battle system. Not for the new character or enemy itself, but for the interaction with the rest of the characters the player controls and general enemies.
  7. Stay in theme (when you have to). No need to break your own formula for some additional content. It will do more damage than good.
  8. Understand the amount of work needed. It's one thing to add new hats and another to introduce a new character. Some DLC need more work than others. Main characters need proper respect and exposition. Some choose to make assertive and dynamic characters for DLC, because the player needs to quickly feel the impact of the new person in the sort duration of the new content. Others choose to make content and characters that exist far away for the normal environment of the main game so that they can avoid going through the labor of making everyone recognize and interact with them. Because it really is something arduous to add a new element and make everyone involve themselves with it.
 
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Capitán

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This system may seem farfetched but it's plausable-ish

I was planning on creating a simple shopping page and when the DLC content is bought it generates a key then pushes that key into an array stored on the website.

Now in-game, using an HTTP processing system the game loads the file with the array, the player inputs a key, if that key matches any of the keys in the array then the DLC content is unlocked and then the game sends a request back to the website and the key is deleted.
 

??????

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I have an automatic game update detection, download, installer - which is capable of patching all database items, maps, and scripts. :)

All thats required to add purchasable DLC is a payment intermediary being added, which I will likely do before MV comes out. :D
 

Dairunt

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For me, If I'm doing an RPG game with DLC content I would love to have DLC that lets you select other party members as the story protagonist and see the main story through their eyes, you can recycle all of your other assets but having completely new content storywise.
 
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Schlangan

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As my game will be very long, I'm for now adding new content every month, but I do not see this as DLC, just normal updates, since the game is non commercial.
 

C.W. Plainview

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For example, if you add a new character that players could recruit or use, you may need to update your events to take into consideration the possibility that this new character is in the party, and handle it differently. Maybe a new sidequest can be unlocked when this new character is in the party.
This highlights a problem I have with DLC in general. If it's going to affect the game that much, then it really should've been in the game from the very beginning. Else, save it for a sequel. I think Alexander Amnell makes great points. Games overall suffer if major plot and story elements are barred behind DLC. In other potentially worse cases, gameplay elements like new classes and skills may be barred. It adds to the game, to be sure, but also alienates players who played the game initially and don't want/can't purchase or download this added content from those who can or who played "Complete" or "Game of the Year Editions" of games. Two entirely different gaming experiences if the DLC affects the game that much. It essentially piecemeals games and begins turning them into a service instead of a stand-alone, one-and-done, piece of art. It's become a particularly bad habit in AAA games, and I shudder to think what it'll be like once it starts affecting indie games like RPG Maker games.
 

Shaz

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If it's something new within the database or scripts, we (Amaranth Games) have provided a whole new download, making sure players can resume saved games without any issues.


If it's something different on a map, or new maps, we actually pull those out prior to compressing the game, then add them back in afterwards, so the maps are individual files that can be added to or replaced without having to recompress the game. So we've provided "packs" containing new/changed maps that can just be saved over the original ones.


I'm not a fan of intentional DLC though. To me, the game is released when it is complete. I don't like planning to have extra content because of the hassle, and because players aren't keen on having to pay extra for stuff that could have been in the game anyway. If there was more stuff I wanted in the game, I'd prefer to hold off on release, until it could be added/tested.
 
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DarknessFalls

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With Javscript and MV this will be easy to do as you can can create script based events that can be updated later on.
 

Zoltor

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Oh boy, I was worried bout this, that with MV around the corners, and the easy network functionality of such, developers are going to start thinking about DLC or worse, releasing unfinished games.

It's bad enough some people who dare call them selves developers, upload crap on Steam Greenlight program in a form that is nothing more then someone repeatedly hitting ok in the editer, without puting much thought into things.

The last thing the iRPG Maker scene needs in general, is people thinking about DLC.

If there's DLC, it better be a multiplayer TCG or a MMO of sorts, and even then It's dangerous(especially if you act like Blizzard or Square, yikes).

If you released a game that is successful, make another game, instead of trying to shoehorn DLC into it.
 
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Minakill

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Oh boy, I was worried bout this, that with MV around the corners, and the easy network functionality of such, developers are going to start thinking about DLC or worse, releasing unfinished games.

It's bad enough some people who dare call them selves developers, upload crap on Steam Greenlight program in a form that is nothing more then someone repeatedly hitting ok in the editer, without puting much thought into things.

The last thing the iRPG Maker scene needs in general, is people thinking about DLC.

If there's DLC, it better be a multiplayer TCG or a MMO of sorts, and even then It's dangerous(especially if you act like Blizzard or Square, yikes).

If you released a game that is successful, make another game, instead of trying to shoehorn DLC into it.
What if I already served main story and wanna extend it but not want player to pay for engine again?
And also if I do DLCs I still support game and fixing things but if I start with new game I might stop supporting previous game.
 

Kes

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@Minakill The player doesn't pay for the engine, they pay for the game. When people charge for dlcs, it is usually a much smaller amount than the cost of the original game, as this is only an extension.

but if I start with new game I might stop supporting previous game.
This is how to kill your reputation as a developer stone dead. You do not stop supporting games you've already released just because you are now starting a new one. Think about it in relation to yourself as a player - are you ever going to buy a game from someone who won't answer queries about existing games? Would you trust them to continue supporting the game you were thinking of buying from them? Put it into real life - would you buy e.g. a car from Ford if you thought that once they brought out next year's model, any problems which emerge with the model you have they'll just ignore?
 

kaukusaki

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I hate DLCs and paying for extra add ons. I'm in the camp of making complete sequels instead. The games I write are complete. I use a game design document and pretty much stick to it.
 

Mask_Kalven

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I have an automatic game update detection, download, installer - which is capable of patching all database items, maps, and scripts. :)

All thats required to add purchasable DLC is a payment intermediary being added, which I will likely do before MV comes out. :D
Whats the name of the program exactly
 

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