Joystiq’s always-interesting Indie Pitch alerted me tonight to a game called DLC Quest. Wearing its satire on its sleeve, the game is one about a planet where games are literally mechanic- and feature-free until players pony up money for downloadable content, or DLC. Except THE PLANET IS EARTH!
If you found that punchline somehow a surprise, you’re in for a barrel of laughs from DLC Quest.
When you begin the game, after a demonstration of Bad Guy kidnapping Princess Macguffin (actual game terms, not me being snide), your character is left to… travel to the right. And not do anything until he reaches the end of a little path. See, advanced features like “jumping” and “moving to the left” are provided only as DLC, so you have to collect in-game coins in order to unlock them and continue playing.
Get it? GET IT?!
You progress around a 2d platforming environment, collecting coins to unlock other features such as sprite animations, a pause menu, and sounds/BGM. You also need more coins for things like the double jump upgrade, a map to travel through a thick forest, or a Psychological Warfare pack to outsmart an enemy NPC. Such gameplay, though, isn’t really any fun. It’s a mild exploration element, and the player’s default incentive to collect coins and then return to the central shopkeeper character to spend them says more about RPGs and Metroidvania-style platform/exploration games than it does DLC. That might sound like praise, but just because the game has a “satire” label on it doesn’t mean all actual thoughts generated from it get tacked on in the positive column; I have trouble believing that any of my pondering about the nature of gaming that took place was inherent to the game.
In the end the game being enjoyable is dependent on whether you can sit there feeling smug as you play. Maybe it’s my own consumption of game titles that don’t always include the AAA Battlefields and Mass Effects, but I’ve never felt somehow wronged by DLC, or that I’ve had a gameplay experience that was somehow less than complete because I did not shell out five to ten dollars. On the contrary, I have paid money on several occasions for Actual Content and been happy with it.
Maybe there’s a crazy twist at the end of DLC Quest and I missed it – after all, I certainly didn’t finish the game. Xbox Live Indie Games have an eight minute time limit on the demo, and after that time had elapsed, the big Game Developer lobby – who has to be the villain for the metanarrative space this game enjoys to make any sense – was asking me to pony up. He even held out on the Psychological Warfare DLC for me to progress within that eight minutes unless I’d upgraded from the demo! When it came time to pay real money for the promise of more, I said no. I have to vote with my wallet, and after the incredibly spartan gameplay experience and somewhat hamfisted satire I’d had, paying for more wasn’t an option. Not paying makes me the good guy in this scenario, right?
In fact, I should probably go pirate DLC Quest, obviously. That’d show ‘em somehow.
Verdict: Just go play Upgrade Complete instead.
P.S.: I’m looking forward to the Alternate Ending DLC, where you get a choice at the beginning of the game – spend your coins on the DLC needed to move left and jump, or refuse to buy the DLC and proceed forward to the computer desk, where you can talk about how you’re not going to be treated like a sheep and how you’re entitled to a better game than the one you’re in. You’re trapped in the pit with the computer desk until Gabe Newell or maybe Notch saves you.
That idea’s yours free, Going Loud Studios. Just a gift from me to you.
