With the advent of the "Next-Generation Consoles", downloadable content following a game's launch is almost a certainty these days. In fact, according to the folks at Lionhead, a DLC plan is a requirement for any first-party Microsoft game-- DLC is planned from the game's inception. So, with that in mind, we come to the subject of this blog, Fable II and it's DLC.
Now, in case you weren't aware, Fable II is releasing a downloadable island with three new quests and several new areas to explore. This DLC was announced sometime in November, and originally planned for a release on December 13th. I was going to buy this DLC when I first heard about it- Fable II was a good experience and I wouldn't mind paying for more of it. However, the DLC recieved a delay of ten days for whatever reason, and was pushed back to December 23rd. Now I am no longer going to purchase it.
Now why would a delay of ten days affect my purchasing decision? The content will not be different, nor will the price. It is the exact same package I was promised, but the interest is no longer enough to justify dropping ten dollars on it. Why? It's a subject I've touched on before. As someone who completed Fable II's main story in roughly a week, and the sidequests and achievements about another week later, my attention for the game was waning ever since I finished it. Generally, as "gamers" we only think about a game for perhaps a week or two after finishing it, after which it is supplanted by something else within the popular consciousness- at this point, I suppose I should not, I'm primarily addressing single-player DLC. I know the situation is different for multiplayer content.
Now Fallout brings me to my other point. Fallout has 3 announced DLC packages, one coming in January, one coming in February, and one in March. Now, you're probably noticing that those are farther away than Knothole Island, which is a valid observation. But from my experience, the window of opportunity is directly proportional to how long the game experience is. Something like Fallout takes months to complete fully at a reasonable play speed. And even after you're finished playing it, the game lingers in your conciousness longer, because there is more to relect on and think about. By virtue of generating more content in the original package, they can keep you interested for longer before they need to deliver even more content. Fallout nailed the window perfectly. By January, the hardcore will either be polishng up the main offering, or starting to lose interest, at which point- bam! Operation Anchorage.
Fallout succeeds in hitting it's window of interest where Fable II does not. Fallout understands the importance of timing in the release of downloadable content, something hopefully other developers will realize. There comes a point where it just isn't interesting to go back to an old game and play through a new piece of content, while it likel would have been worth it had it been released in a timely manner. It's all about knowing your window, and landing your content smack in the middle of it.
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