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Game Profile
INFO BOX
PLATFORM:
Xbox
PUBLISHER:
Atari
DEVELOPER:
Digital Extremes
GENRE: First Person Shooter
PLAYERS:   1-16
RELEASE DATE:
November 15, 2002
ESRB RATING:
Mature
IN THE SERIES
Unreal Tournament III

Unreal Tournament III

Unreal Tournament III

Unreal Championship 2: The Liandri Conflict

Unreal Tournament

 Written by Leigh Culpin  on May 30, 2003

Special: Well hey, at least it's not being delayed anymore!


One of the main features listed about Xbox Live around launch time was the ability to download updates and expansions for enable games. No, it wasn't the primary selling point, but it was a major one nonetheless. Now that Live has been available to the masses for over six months, we can look at what we've seen so far and judge whether or not Microsoft actually delivered on this promise.

To be fair, they did Ц the ability to make content readily available for download is certainly in place, and it's more on the developer's hands beyond that. So who has made what thus far? Digital Extremes recently released 4 new levels for the fast-paced shooter Unreal Championship, along with some fixes for УcheatsФ that were constantly problematic in games. And how long did that take? Around 6 months. A little long perhaps, but at least it came as promised. Day 1's been far more successful with their ultra-popular MechAssault updates, including numerous new maps, new mechs, and an entirely new game mode. Granted, we still don't have all that was promised to us way back when during the game's initial months, but more is on the way and we may get there yet. Splinter Cell also has a fully featured new map out, and Toe Jam and Earl 3 has some new additions as well. MX Superfly had some characters that had to be УunlockedФ via Live and various roster updates have been made available for sports games since the launch of the service. Nothing unwelcome to be sure, though some of these updates have taken their sweet time in the making. And that raises an important question: is the developer's time better spent working on free expansions for previous games or working on new games altogether?

The pro of having downloadable content is obviously that it extends the life of the game, and can present a refreshing change for a game that you once enjoyed but started to get tired of due to the lack of variety. MechAssault is a prime example of this Ц it's a great game, but lacked a large variety of levels for multiplayer purposes upon it's release, a problem which has been since remedied twice and will hopefully be continually addressed. On the other hand, having the developers work on this content subtracts from the time and resources, which could be potentially spent on MechAssault 2. But with the ability to download new content, do we really need another MechAssault?

Downloads which cost the user money have yet to appear, yet these may be the future of games such as MechAssualt and Unreal Championship Ц who needs another MA when for 40 bucks we could all download an entirely new single player game and, more importantly, a new barrage of levels, mechs and game modes? It saves everyone money Ц no discs need to be created (though perhaps sales of the original would increase), a marketing campaign needn't be nearly as costly, packaging is saved, and so is everyone's time and money spent getting to the store or paying for shipping. The Xbox does have a huge hardrive after all, and one that is currently not really in use as much as it could or should be.

Closing Thoughts
So should developers continue on with free content or change course and gun for buyable content? The logical answer would be both Ц throw us a taste of what's in store for us in the next installment of whatever gaming series through Live's downloading options, then charge us for the full-blown deal if we want more, and save us some time and money. That's not to say that updates shouldn't still be available, but rather than give us MA2 with two new gameplay modes and 20 new multiplayer maps, give us each mode for free with one map attached so we can decide whether or not we like it and then purchase accordingly. This ensures a higher quality game from the developer, since the masses will be essentially test-driving their product before buying, and it saves the consumer time and effort in the long run. Live requires broadband after all, thus the speed's there, as is the hard drive space. All we need now is the support of the developers in this endeavor, so start mailing your favorite game companies, because it's time to get this ball rolling.



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