The downloadable content will be held back despite being almost wrapped up already, the purpose is in ”sustaining interest”, which most DLC does ”a good job” of.
Lead designer Graeme Devine also reveals why the team believes that Halo Wars is the first of its kind, a true console RTS; they’re ”pretty confident about it.”
”The cool thing about Halo Wars is that it has got to appeal to two sets of people. Strategy fans have to learn to love playing a Halo game. Halo fans have to learn to love a strategy game,” says Devine, in an interview with Strategy Informer.
He says that the DLC has ”been part of the game design since day one.”
”The main thing is that DLC was built into the game design from the very beginning so we’ve actually been working on DLC all along - it was never the plan to finish the game THEN start work on the DLC.”
”I think the thing with DLC is that, if you release it all, how do you sustain interest in the game?” Holding back the DLC helps make us hungry for more when we know it’s out there just waiting. ”So I think it’s there for that purpose and does a good job.”
”I think if you get it all it’s like a massive blitz of content in your face and you don’t get all the value of everything we’ve put into the game. I think the game contains an awful lot in the box already, so DLC is a good way to be able to add to that experience.”
Click here to read the full interview between Graeme Devine and Strategy Informer.