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> Downloadable Content, How it could be implemented into an RPG Maker game + Discussion
ValkyrieDeath
post Apr 2 2012, 05:24 AM
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(Feel free to move this to the correct section, if needed)

My Theory:

We're all familiar with Downloadable Content, right? Those little add-ons in a game, allowing you access things like new costumes, story, monsters, towns, you name it. They're common nowadays in games like Call of Duty, Final Fantasy XIII-2, Mass Effect (?), the list goes on. But have you ever stopped and thought: "Hey, is there any way for me to incorporate DLC into my RPG Maker game?"

The answer is: yes. However, there will be some issues. This is how I managed to "incorporate" a DLC map into a test project (in VXAce):
-First of all I created two random maps. Each one of them in different projects. (We'll call Project 1 the original game, and we'll call Project 2 the DLC)
-I then placed the map from Project 1 into Project 2, and then transferred 'Map001.rvdata2', 'Map002.rvdata2' and 'MapInfos.rvdata2' into Project 1. The extra map showed up in the editor, so I know the file was transferred successfully. Just for experimental purposes, I put in a save data before transferring the files over, while the player is actively on the map of Project 1. In Project 2, I added an event which transported me to the map I transferred from Project 1.

I realize this is an incredibly flawed way of creating DLC in an RPG Maker game, but I did manage to incorporate a map that wasn't originally in Project 1 into the game. A problem I encountered is, when I opened the Save File, it appeared in the first map fine. However, the event that transports the player to map 2 wasn't there.

I've come to a conclusion that DLC will work fine when you start a new game - on the other hand, if you load an existing game before the DLC transfer, the game will play as normal before the transfer, that is if the Starting Point on Project 2 was on the DLC map, then it'll start in the position on that map, on Project 1. DLC will probably need a bit of extra coding in order to work in the game correctly with it. If you have any other methods, share it below.

If DLC is announced for a game, what do you expect to see?
What would you expect to see? Extra monsters, extra playable characters? More weapon choices, armour maybe?

Discuss below.
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Reshiram//Exe
post Apr 2 2012, 08:16 AM
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It'd probably be better to just release an updated version with the new things in from the way this looks.

This post has been edited by Reshiram//Exe: Apr 2 2012, 12:50 PM
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Titanhex
post Apr 2 2012, 09:57 PM
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I'm not 100% sure this belongs in Theory & Design. Mainly because it gets into very specific details about RPG Maker engines. However it does include a discussion of general DLC packs and what we expect from them.

I can't think of another place for this. Perhaps one will come along later. If anything I would ask that you split this into two topics, one a discussion on DLC packs, and the other a discussion in the technical forums for how a DLC pack could be made for RPG Maker.

None-the-less, I'll allow it to remain here. But please put greater emphasis on what you're discussing instead of the method to do it.


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KD648
post Apr 2 2012, 10:48 PM
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Really, the main point of DLC is that it's highly profitable for the developers. You can capitalize on the fact that the tech and balance of the game is already completed. You can charge appropriately for 6 hours of additional content, that maybe took a third of the work as 6 hours of content in the main game because of all of the technical pieces (scripts, coding, balance, etc) that you don't have to repeat. Really, only additional writing, art, and events matter. Just look at Fallout 3. It was $60 dollars for the game, and $50 dollars for DLC (if they were each purchased individually) that probably took the developers a fraction of the time.

My point is that unless your game is commercial, DLC is really just a hassle. Without a producer, I'd say it's better to just take your time and include all of the content you want as side quests. Players will thank you up front, and you won't have to deal with constant updates or other technical hassles.


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rewells
post Apr 3 2012, 11:32 PM
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QUOTE (KD648 @ Apr 3 2012, 02:48 AM) *
unless your game is commercial, DLC is really just a hassle. Without a producer, I'd say it's better to just take your time and include all of the content you want as side quests.


Agreed. Especially if you make content using new scripts. I'e run into problems with that before. Just go with version updates.

QUOTE (Titanhex @ Apr 3 2012, 01:57 AM) *
I'm not 100% sure this belongs in Theory & Design. Mainly because it gets into very specific details about RPG Maker engines.


Thank for posting this valkeriedeath. Good work on figuring that out. I also think you could make two posts out of this topic. I think your question (What kind of DLC would we want) is perfect for this forum, but the mechanics of RM should go elsewhere so we can focus our discussion on theory and ideas.


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