What is Downloadable Content, DLC?

DLC today has in part always existed. It’s basically a pay-as-you-go system or what you want, or this is what it’s supposed to be. It’s turned into something different today. DLC can add new content, new maps, or just cosmetic assets.

DLC is also different from micro-transactions. Where you spend money in-game for specific things. Episodes and expansions added content and value. Micro-transactions don’t always add value.

DLC of the Past

Early in the PC gaming Era, games were shared with a playable demo across an early Internet using BBS’s. BBS’s were a small local community you dialed into. Once there you could upload or download a variety of game demos.

These game demos came with instructions on how to order the game via mail or home telephone. Once you’ve ordered your game it would come in the mail. The important part here is that video games came with episodes you could buy separately. Depending on how much content you wanted you could pay as you go. This was a great method of monetizing games. If you couldn’t add episodes the other part came in the form of ‘expansion packs’. This didn’t always require, but usually, it required the base game. Some of my favorite expansion packs added enough content to be a standalone game.

Bad DLC

It wasn’t all good though. Usually, to play these games together every party needed the same episodes and expansion packs. Some of these expansion packs cost as much as the game and didn’t add much content. Sound familiar? While DLC should add content, it shouldn’t separate the community. Good example: More guns. Bad example: DLC only map.

Another common complaint is when DLC becomes ‘Pay to Win’. This generally is a complaint with micro-transactions and a legitimate one too. You’ll see this when DLC content becomes the only viable option or the best option. The game should be a complete experience with DLC balancing and adding new experiences. Not breaking the game balance and just adding power escalation.

Possibly the biggest joke of any DLC is a ‘season pass’. This is saying, hey any future DLC we come out with you’ll have access to, for a ‘season’. But there are no guarantees, and it’s an empty promise. There’s nothing to stop them from just taking all of your money with no extra DLC. All too often any ‘good DLC’ will not be included. The company will make up an excuse, calling it something stupid like ‘premium’ DLC. If you see a season pass, you will usually get your money’s worth. If you want it immediately. 

The incomplete game and DLC.

However, don’t expect any promises to be kept, you will be disappointed. A big complaint is day one DLC, feels like people cut the game apart and withhold parts of the full title. Even though not all the team can work on finishing up a game, this is usually what goes into day one DLC.

While this may technically be true, this is not what it appears to be or feels like. If it looks like a duck, quacks like a duck, smells like a duck, it’s a duck. In other words, this is an exceptionally greedy thing to do. Content that would otherwise add value is cut off and sold separately. Like selling an unfinished game. There are many excuses for day one DLC, that is if you’re unscrupulous or have contempt for players. Companies that care should release it a few weeks later.

Bioshock 2 came with day one DLC on the CD. An example of terrible DLC.

This isn’t a joke, it’s a common criticism that generally falls on deaf ears. There’s a good distinction between a labor of love and a cash grab. The audience can always tell. The players know and can feel the difference between the two. A game sold should be a complete experience, even if it’s short.

The Lighter side of DLC

It’s not all bad. DLC can be great. A way to have a game to be ‘pay as you go’. In the past, we had more episodes and expansion packs. A good way to continue the development of an indie game. A way to sustain the industry and jobs when done right.

In Space Engineers the DLC adds decorations. While you can use it, you can’t build it unless you have the DLC. While annoying the primary gameplay, building, fighting, and gathering are not detracted. You don’t need any of it for a battleship, nor will it help you. This is DLC done right.

Good Example DLC

In Arma, there is a Tank DLC that adds new content. While these new tanks are somewhat powerful, they are not always top of the line. There are 3 sides, blue, red, and green. Each has its own unique main battle tank. The DLC added a new main battle tank for the red and small ones for the green and tank killers for the blue. Each side still has a vanilla ‘main’ battle tank. Additional man-held rocket launchers were also added for free to defeat these new additions. This how to do DLC right.

Arma also has bad DLC. ‘Apex’ and ‘Contact’ added a lot of content that adds new features and gear. However, this also added new maps that are DLC only, thus dividing the community between haves and have-nots. This is not the way to do DLC.

There is also a cosmetic DLC. I’m sort of neutral on this one. Sometimes it’s the only way to get high-quality/high-tier gear. Other times it’s just to have something shiny. Still, you can tell what’s a labor of love and what’s just an expensive cash grab. It can easily create a toxic environment where people rag on people who don’t buy DLC.

Arma Tanks DLC, an example of how it should be.

What DLC should be

  • If the point isn’t clear, DLC should add to the experience, not detract from it.
  • DLC should not be even made on day one, at least put it off.
  • Don’t add a DLC power scale.
  • Don’t divide the community.
  • DLC should be pay-as-you-go for additional content.
  • DLC should be priced so everyone benefits.

That said, I’m happy to buy it when the price is right.