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To open the subject, I’d like to talk about online passes.

In brief, online passes require the purchaser of a used game to pay an additional ten dollars to access part of the game content. Traditionally, this has been for online gameplay, an aspect of the game which is inherently ephemeral in the long term, since servers do not remain up forever and are inherently required to enjoy this feature.

There has been some debate on the matter, as challengers often claim that there is no additional strain on the publisher’s server since the number of player should remain roughly consistent to the number of new copies purchased; used players are simply picking up where the previous owner left off.

This is a matter where I often side with the publishers. The argument posed by used game owners is not inherently wrong, but with a used market so much larger and more heavily advertised than any other media out there, I understand where there may be a feeling of being jilted and a perceived need to compensate for the potential losses sustained when someone chooses a $55 used game over a $60 new one.

In short, I’ve been pretty supportive of the online pass required for purchasers of used video games.

Intruding upon the main subject of this article, it’s worth observing that there have been some stickier instances concerning single player titles, and somehow requiring the player to either pay for something that was already on the disk or else-wise available at (or soon after) launch.

My most recent experience was with my belated journey through Mass Effect 2, which was originally packaged with a Cerberus Network card—essentially a fancy access code for several additional missions and an extra character.

Having not been thrilled with Mass Effect 1, I chose to pick up #2 at my workplace second hand, based on hearsay that it was a superior title. I knew that I likely wouldn’t play it for quite a while, and indeed by the time I did, the value dropped such that I lose some $20 on it, but… meh.

That said, my copy did not have a Cerberus Network card. However, I was enjoying the game so much that I decided to give the DLC a chance, including the pass in question. I ultimately bought everything available, save for some extra costumes and weapons, and paid almost as much as the game was worth new anyways. I suppose in the end, things broke even.

My feelings on the Cerberus Network DLC is that it was functional for what it was. The material was enjoyable but not intrinsic to the in-game experience, with an extra character whom I liked but was not integral to the plot. It’s probably better as an incentive pack than as paid DLC, but I didn’t feel ripped off by it, which is more than I could say for a lot of DLC.

Of course, much of the ire towards this type of tactic is that the material is available at launch, and thus is either on the disc to begin with, or may as well have been.

Capcom has been slung jeers for this more than once, in particular with the Versus Mode in Resident Evil 5 a few years ago. The game itself provided a fully fleshed out experience and the Versus mode, for online play only, more or less ran contrary to how the game was meant to be experienced otherwise. Nonetheless, the mode was available at launch and cost a measly $5 for anyone who found cooperative gameplay somehow disquieting.

I won’t pretend to know every instance in between, but I do recall Capcom getting similarly slammed for DLC characters in Marvel Vs. Capcom 3 several months earlier, who were essentially free if one bought the collector’s edition, meaning that anyone who really cared should probably just start there anyways.

If anything, the bigger eyesore was the lack of DLC to follow, coupled with the announcement of an expanded edition of the game, mere months after the original version’s release. I suspect this is owing more to the Japanese earthquake screwing with production than it does shady business planning, but this may be a dash of generosity on my part.

To come to my point, I feel DLC incentive isn’t a bad thing unto itself either. The offline/single player version of a game is the one that’s going to last, as online play isn’t sustained forever; to that point, I prefer the experience to be as complete necessary, and anything further should compliment it rather than patch it up.

By extension, the single player portion should not be carved under the assumption that a player has online access and the requisite accoutrements to piecemeal a game together.

With this, I express my dismay with the very recent announcement of the single-player incentive for Batman: Arkham City, due for release in less than a week.

Some months ago, an announcement was made that Arkham City would feature one of Batman’s nemeses, Catwoman, as a playable character. She was promised to have a fully fleshed out move-set and, by all intentions, would be fully integrated into the story.

What makes this particular announcement both distressing and distinct from previous incidents of single-player incentive DLC is both the timing and the impact: in terms of timing, it’s either ominous or at least odd that the news is coming when the game is less than a week away. What lends to the frustration is the fact that the original announcement (again, months ago) came with no such string attached, suggesting the decision was enacted much more recently by Arkham City’s publisher.

What’s further troubling is the impact this has on the game. If the omission of Catwoman and her sequences is harmless, then it brings into question her relevancy in the story, which may reduce her sequences to little more than distractions (though, hopefully, fun ones) from the main Bat-campaign.

Alternately, her omission could be harmful to the game experience, creating leaps in the story where events were meant to be naturally explained. Catwoman’s removal could, in essence, hurt the image of the game as a whole, which could in turn do some damage of sales to similar games in the future, if not this one itself.

I propose this notion based in return to my recent run through Mass Effect 2. Though I did play the DLC while going through the campaign, I found the campaign unto itself satisfying on its own terms and have now been convinced I need to buy part 3 right when it comes out.

Had I encountered gaps in the story which the DLC was meant to fill in, my opinion of the game may have been lowered, damaging my resolve to leap, fangs bared, into Mass Effect 3.

Furthermore, such infrastructure works in part because Mass Effect is fairly open-ended. Assuming Batman: Arkham City follows its predecessor’s lead, the timing of the Catwoman sequences is likely based on plot (perhaps the Caped Crusader is captured and needs to be rescued?) rather than voluntarily pursued side quests.

This is all speculation of course, but I don’t like the implications.

I understand the drive to create this kind of DLC, and to make it something people will want. A side story, relevant to (but existing outside of) the main plot is enticing to me, but my impression of the Catwoman scenario is that it was part of the main plot itself.

When Arkham Asylum came out a few years ago, there was some ballyhoo about challenge maps, which I couldn’t care less for. I was playing the game for the experience of the campaign, the story of being Batman, not merely the sneaking around and beating upon witless thugs. It’s a nice addition, sure, but a selling point? I think not.

In all probability, this represents the flipside of not going far enough, to going too far. We’ll see what impact this surgical removal has, but it bodes an ill sign of whole chunks of a planned and structured campaign being sliced out to incentivize people to buy new.

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