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We've been experimenting with various reasonable restrictions for unowned content. Simply put: we need to sell new products so that we can continue to grow, improve our teams, and further invest in Arma 3's development.įor Arma 3, we've been looking at other ways of achieving the same goal, while making it more obvious to players when they are using DLC - or as we also refer to it: premium content. However, we also have to acknowledge the realities of running a business and the costs of quality development. So, how to prevent an inconsistent mix of high and low quality content? Simple: give everyone all content at its highest quality for free. There was no real sense of what was and what wasn't DLC. For example, if a player was unaware of our 'lite' approach, they'd play a game with high-quality content mixed in with low-quality content - thinking this was either a bug or poor production values on our part. For our players, it could quite drastically affect their perception of quality. However, for players and developers alike, this approach wasn't always ideal.
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In the end, everybody was able to connect to any MP game, even when it used DLC. We like to think the theory behind this was actually pretty cool it achieved its goal of avoiding the split. To give an example, a lite tank would have low quality textures and compressed sound effects for those people who did not own the DLC. In this lite data, the fidelity of the artwork, audio and animations was lowered via compression techniques. In the form of so-called 'lite' data, we released downloadable content to everyone who owned the game, regardless of whether people purchased it. If you've played Arma 2, you may know that we already provided a solution to avoid this type of split.
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