GR Asks: How do devs decide the size and price of DLC?

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GR Asks: How do developers decide the size and price of downloadable content?


Above: Oblivion’s first DLC, the infamous horse armor

“Even though it sold like mad, people certainly felt that was too much money and moving forward we priced it based on what we thought it was actually worth, and didn’t worry about established prices. I think there’s precedent now for pricing, but when we started, there wasn’t. For better or worse, we helped set that precedent with Oblivion.”


Above: Recent Fallout 3 DLC “The Pitt” offers about five hours of play

“For Fallout, we decided the sweet spot for us developing and for what the users wanted was to do themed “packs”, not one-off weapons or armors, but a pack that comes as one long adventure that has its own identity, that has some more meat on it. And so far, that model has been very popular both internally and externally.”

Thanks, Todd!

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