u/DistinctAddendum3437

Image 1 — What do you want in future DLC releases?
Image 2 — What do you want in future DLC releases?
Image 3 — What do you want in future DLC releases?
Image 4 — What do you want in future DLC releases?
Image 5 — What do you want in future DLC releases?
Image 6 — What do you want in future DLC releases?
Image 7 — What do you want in future DLC releases?

What do you want in future DLC releases?

I’m assuming that Hinterland will add content from episode 5 into survival for free which is not what I’m referring to here. During Raph’s recent interview with Zaknafein he indicated that Hinterland will likely release additional DLC’s and content for the Long Dark for several years in the future. What do you want to see?

1: New Regions
2: New Tools / Weapons
3: New Clothes
4: New Food / Consumable Items
5: New Animals
6: A End Game Goal/ Way to Escape Great Bear Island
7: Expanded Custom Game Settings

Notable Quotes about the future of The Long Dark from Raph

The following quotes are from Raphael van Lierop during his interview with Zaknafein on Zaknafein’s channel.

“So like, you know, you see the state of Perseverance Mills at the end of episode 5, right? So, like that doesn't mean we couldn't put a version of Perseverance Mills in episode 5 (I think he meant to say survival), but it's not going to be the version that people probably are thinking because it's not there anymore, at least not in the state it was when you start.”

“I can say that we want to put as much of episode 5 into survival as makes sense for the game. So, things that work well for survival that won't require like a complete redo.”

“I would say for sure we will find a way to bring many things from episode 5 back into survival. They will be the right things, they might not always be all the things that people are hoping for. But yeah, I do really want to bring like to connect those two things as much as we can. It's just it's not as straightforward as it might seem on the surface and some of the gameplay things that we included like the crank lamp or the shotgun or whatever. Like, it's not like we didn't think about like oh yeah people are going to ask for this in survival.”

“I think there, you know, I made a choice to announce Blackfrost early and I had reasons for that. That made sense to me. And I think as a result, I think that a lot of players mistakenly interpreted that in a way of that we were saying we were finished with The Long Dark and it wasn't a priority anymore. And, so if anybody who was kind of paying attention when we had did announce Blackfrost and I had a like I shared sort of a letter with our players and I mentioned in there like this is not the end of The Long Dark like we still will continue to build on this game.”

“It's hard to have sort of an inflection point with a game like this where you can say like okay this is done now because we're always working on it but we we wanted to say on one hand like this is finished but also it's not over so this part is done but not the whole thing and there's still lots lots of things that we would like to do with the game. And, I think the second part of it is, you know, The Long Dark is still a very vibrant, successful game for Hinterland. We have no reason to stop working on it as long as players still want to play it and people still want to buy it.”

“And, so what I wanted to avoid with finishing this part of The Long Dark was to create this sense that there'd be some big gap in between the end of Wintermute or whatever and the beginning of Blackfrost. I see. Yeah. Right. Because I want people to keep playing and I want them to know that we still see so many opportunities to keep growing The Long Dark.”

“And, we don't want you to feel like this is the end of The Long Dark. It's just the end of Wintermute. And, we have things that we still want to make in The Long Dark, if I can call it The Long Dark One, which I don't like to do because I don't want it to sound like it's one and two. It's really Blackfrost and The Long Dark. There's not really any reason why they can't coexist. And, they will coexist for, you know, I've always said probably two years at least. I would like them to overlap. And, you know, so I  still see us putting out significant work in the form of DLC primarily for The Long Dark, but also we have some promises that we've made about things that we would include in the in the base game. We clearly still have work to do on fixing bugs. There's lots of quality of life things that we could still add to like improve in the game um and just continue working on it. And I think we want to keep doing that. We don't want to, you know, yeah, it's like a it's a huge commitment that we've put in and lots of money that we spent on the game and we want to keep going with it because it's been successful and people still want to play it. So, that's really what that message is about. I don't think we’re ready to talk about specifically what the DLCs are, but we will share more information about them probably later in the year. Um, and I think people will be excited. And, you know, it's kind of nice to be at this moment in the life cycle of The Long Dark because it does feel a little bit like we're a bit more free now. Yeah. You know, we could try some different things that we couldn't have tried before.”

“And yeah, I would say the thing I would say about Tales is we it was a it was a good reminder of sometimes how overly ambitious we are and how we don't always scope things as well as we should, you know, because we did really plan that as a one-year thing and it took us two years to make it and it's because there was so much in there and I think and you know, it's nice that people were patient about it, but the aspect of it is like it's really inexpensive for what you get. Yeah. You know, like when you think about it, that whole thing could have been like three DLC's instead of one, you know, so we have to be a bit careful about that too because I think we tend to under sell our own work in terms of price. We tend to put so much value in because we have this sense of like owing our community things because we haven't delivered. We haven't delivered. We haven't delivered. So, I'm not that's not a I'm not suddenly saying we're going to suddenly charge more money for everything, but like I do think the expectations that we set with Tales in terms of price for what you for value is a little bit skewed like and that does I mean it's a bigger topic but it does relate to overall pricing and skew structure and all kinds of things that are interesting if anybody's in interested in the business of the industry. You know, there's a lot of interesting conversations to have about that. Like when you have a base game like survival mode that's $19.99. It's like, well, the DLC is more expensive than the base game. That doesn't make sense, you know? So, you have to start making all these interesting choices that relate back to product design and scope and budgets and stuff that we don't usually talk that much about, but it's all important because we're an independent game studio. That's how we make our living. That's how we keep people employed.”

u/DistinctAddendum3437 — 5 days ago