They made me an offer I couldn’t refuse.
Criterion that is, and the offer was expanded content for
Burnout Paradise. At some point, the amount of downloadable content (DLC) that came with the game spurred some critical mass in my buying subconscious. With so much content to try and explore, I could no longer justify not owning the game – which made me wonder – am I the only one, or has Criterion discovered special in its DLC strategy?
Hit and Miss and HitWhen it first came out in January 2008, I tried the demo. I liked the game, but it I wasn’t convinced that I wanted it. So, I waited. And waited. The buzz for
Burnout Paradise was strong at first, but then it diminished pretty quickly. Now, by
EA’s own admission, part of the reason was that DLC support just wasn’t there. Blame it on a combination not offering a lot of content at the beginning, and overcharging for the content that was there.
As a result, Burnout Paradise drew scorn from users who felt they were paying for content that either could be in the game (play modes) or content that didn’t seem to require much effort from Criterion (palette swaps on cars). Eventually, I stopped hearing about the game and forgot about it.
Then a funny thing happened. Criterion released n
ew game modes in July 2008 – and along with it, new challenges, and a couple new vehicles. Then, in
September 2008, Criterion went one step further, adding a whole new play type –
bikes – plus, a day/night cycle, dynamic weather and more new challenges.
Following up on free content,
Burnout Paradise began offering
paid DLC, starting with a local multiplayer party pack (February 2009), to new theme cars, to new game styles to most recently an entire new island filled with new cars, events, smashes, jumps and challenges (
Big Surf Island - June 2009).
Content keeps them coming back
I couldn’t say no any longer. For me, the content was just too tantalizing now, and I picked up a copy. That’s my story. But the question is, what did
EA and
Criterion learn? And more importantly, was it a success on a bigger scale?
A quick survey of media coverage says yes. Between the Cops and Robbers release and the Big Surf Island release, Burnout Paradise is renewing media interest with a slew of
reviews and
discussions – and this is more than a year-and-a-half after the release date. That kind of coverage is unheard of for most games. As one senior producer at
Criterion noted, the response to DLC was a significant increase in people playing the game right after new content was made available.
Criterion’s approach is unique, but they aren’t the only company who’s made a commitment to supporting their games well after launch. Most recently,
World at War (WAW) and
Fallout 3 have offered extensive iterations of DLC post-release. The results have been significant, with WAW garnering over 2 million downloads of both
map pack one and map pack two. Fallout 3 has experienced
similar success, as Anchorage and Pitt have been some of the top downloads on Xbox Live.
DLC makes centsIf there’s one thing these games share, it’s the idea that the purchased disc is only the beginning. As a
recent interview with
EA’s John Riccitiello noted, the publisher is invested in the idea their offerings don’t have to end with the first purchase. With a mix of free and paid-for DLC, gamers now have the opportunity to expand their games,
prolonging value,
preventing trade-in and providing revenue through expanded content that doesn’t require a whole lot of new assets.
And for the developers themselves, it’s the opportunity to keep the game fresh, going so far as updating the game in order to improve the physics or continually refine gameplay elements. In the case of Burnout Paradise,
Criterion uses its DLC not only to offer content, but to refine the code, so that the gamer ultimately receives the best experience the game’s technology will allow.
All this leads to positive
word-of-mouth, which builds momentum through the right media channels, and makes someone like me, reconsider a game I originally passed over for purchase. In my case, the DLC worked for me – and as the numbers attest I don’t think I’m the only one – so I fully expect to see more of this DLC strategy when we see a
Burnout sequel.