Cerebralbore101 said:
Yeah I kind of realized this too, while reading the thread. Adding new levels, via DLC takes a lot less time than making entirely new Animations, 3D Models, Code, Textures, etc. for a whole new game. So like some other people said, it looks like Nintendo's DLC is just a matter of giving their art departments something to do while pre-production and coding for their next projects get far enough along to require art/sound/level-design assets. |
Uncharted Lost Legacy although having more than 6h of campaign was done by a very small team because they just did to have a story written, cutscenes made and "assemble" the assets to that story.
Game design, gameplay, engine, assets, all the heavy lift was already ready for they to use.
This is the same concept that allows day one DLC without having to cut out from the main game. Writters, animators, etc aren't being used on the last stages of the game so they are free to do DLC and optimize resources.

duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"
http://gamrconnect.vgchartz.com/post.php?id=8808363
Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"
http://gamrconnect.vgchartz.com/post.php?id=9008994
Azzanation: "PS5 wouldn't sold out at launch without scalpers."







