![]() But that exploration happened less in the game space of computers and consoles and more in the realm of smartphone games, where titles cost much less to produce and experimentation came with much less risk. The shift brought with it a shrinking of purchasable content from full add-on levels and new storylines to much smaller, sometimes cosmetic items.Īfter Bethesda proved the model of making money with tiny cosmetic in-game items with its $2.50 horse armor, it wasn’t long before other major publishers were exploring the idea. Microsoft lead the charge on this move with its powerful Xbox Live online network for the Xbox 360 and the introduction of Microsoft Points, a payment system that served as a bridge between real cash and money that could only be spent on Xbox Live. By the late 1990s, developers and publishers were chasing the popularity of fan-created mods with their own, typically free, add-ons, used to keep people interested in a released game.īy the early 2000s what was once an unusual, but welcome, free add-on or modification on typically PC games, had shifted over to consoles and become monetized. In its simplest form, downloadable content is exactly what it sounds like: some form of add-on content for a released game that you download to use in the game you purchased.Īrguably, the earliest form of DLC were mods, or fan-created modifications created for retail games that were passed around among players for free, often adding a new look, new maps or new ways to play to an existing game. It all started with downloadable content ( DLC) ![]()
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