BioShock Infinite DLC bundles extras, Season Pass still in development
BioShock Infinite's "Columbia's Finest" pack is now available, offering the bonus items that came with the Premium and Ultimate Songbird editions of the game. The story-based Season Pass content, on the other hand, is still in development with no timeline set.
BioShock Infinite has gotten its first bit of downloadable content, while the Season Pass story-heavy DLC remains in development. This pack includes the extras from the Industrial Revolution Pack and the Upgrade Pack, which were originally offered with the Premium and Ultimate Songbird editions.
The "Columbia's Finest" pack is available across Steam, PlayStation Network, and Xbox Live Marketplace. It's $4.99 on Steam and PSN, but curiously, is listed at 480 Microsoft Points ($6) on XBLM. It includes 500 Silver Eagles, 5 Lock Picks, six unique gear items, and two weapon upgrades.
And what of the Season Pass content? We're no closer to hearing those details, as a tweet from series creator Ken Levine urged more patience. "We are working on it- have been since the game shipped," he said. "Things are going well, but plz understand: game development takes time."
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Steve Watts posted a new article, BioShock Infinite DLC bundles extras, Season Pass still in development.
BioShock Infinite's "Columbia's Finest" pack is now available, offering the bonus items that came with the Premium and Ultimate Songbird editions of the game. The story-based Season Pass content, on the other hand, is still in development with no timeline set.-
We're 3 months past release with nothing concrete on DLC. That kinda surprises me. This isn't something like Skyrim where the large mod community (and hundreds of potential gameplay hours) keep it in people's minds so that DLC is still relevant 6-12 months after release. I wonder what the sales of DLC will be like if they don't get something out before the rush of Q3 games starts.
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That'd be cool, though I really wonder what else there is to do with the game at this point. I'm hoping it'll be some kind of side story, either from a new perspective or with different characters, something substantially *not* part of the main story, which I think is adequately closed out by the original game.
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Funny.
IF a dev announces a season pass and it says you will get content 1 minutes after you bought the game, then they get chastised cause "this was in the works all along and its content taken out of the full game" and on and on ...
But if they sell the pass and start working on something new out of the box, then its a big fraud scheme and people complain. What to do, what to do.-
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I think selling the pass without at least saying something like "Upcoming DLC will include new areas, characters, weapons and story, ETA Fall 2013" or something similar, is a mistake.
Yeah, people don't like the feeling that stuff was cut, but it's a hard sell to make people care about SP DLC long after they've finished your game. -
Yeah, I think the industry needs to better communicate what DLC is because I'm tired to see complaints on both sides that doesn't understand modern game development and economics.
If DLC is made during the production of the game it's usually (if the dev/pub is honest) on a separate budget with somewhat of a separate team.
It's content that would NOT exist in the main game or at all if it wasn't going to be put up for sale separately as DLC.
At the same time when a dev with tight content control like Irrational makes DLC, they can't do it alongside the main production, so it sadly might be forgotten 6 months down the line. -
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Agreed; don't sell your chickens before they hatch. I know it's a hard concept for sales to think of, but 2K seems to take stock whenever Ken Levine says "NO" (see: Bioshock Infinite Multiplayer Scrapped).
The last year or two of Irrational's development process of Bioshock Infinite was probably brutal, and probably won't be talked about much in public (has Chris Remo said anything during the recent Idle Thumbs series? I doubt he's said much other than already-PR-vetted details), so they probably didn't know how deep they were digging themselves when they were scoping the product offering of the DLC season pass. But that wasn't announced until near release date ( http://www.shacknews.com/article/77928/bioshock-infinite-dlc-season-pass-announced ), so they could've sat on it instead... but didn't. Did the money earned from those DLC season pass sales offset the lost face in light of the delays? Delays that they probably saw major signs of back in the beginning of 2013, a month before they announced the availability of the season pass? It's really hard to tell a product manager to not sell something, but sometimes you HAVE to say NO.
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