Your Friendly Dictator Next Door
- Dec 17, 2006
But that is the step for every game design. "So we have ideas X, Y, Z. Our budget allows 2 of those to be well polished and included in the game. We think X & Z are the best ideas, so Y gets shelved." Y in this case could become the DLC.The problem with day one DLCs is not that a company is intentionally caping their game to sell aditional game content (eventhough it hapens anyway) but that It makes it IMPOSSIBLE to start a game production (or pre-production) without thinking of what shouldn't be in the core game.