Downloadable Content: Bust or Must?

Downloadable Content: Bust or Must?

How morally acceptible is DLC, really?

Michelle McLean by Michelle McLean on Nov 23, 2014 @ 07:00 PM (Staff Bios)
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The implementation of downloadable content (DLC) has been a topic for quite a few years now, with stances on yes or no, or even both. We currently live in a world where DLC thrives, where people would easily and happily shell out cash for a costume, an additional scenario, or a map package. Season Passes, which typically grant access to all future DLC, are also purchased without a second thought. In the older days, DLC (at least, paid DLC) has never existed. We would unlock everything that has come prepackaged with the game. But the major question people still argue today is, "Should DLC even exist?"

I say yes, but the land of DLC should have a few rules attached to it. Here are some rules I would like to see implemented:

Downloadable Content must not already be on the disc.

This for a couple of reasons. Having content already on the disc - a disc when, on release, is worth $60 or more depending on collector's editions - and charging people extra for content that is already on the disc is a big no-no. One of the most famous offenders of this rule is Capcom, the company that has locked characters in certain fighting games behind a wall of cash. Luckily, the company has changed its policies, but a lot of companies still lock content that are already on the disc. Even recently, it has been known that the two expansions of Destiny are locked on disc. Despite being disgruntled about it, I have shelled out $35 for the pass, just to play with my friends. I feel bad doing it, but I have done the dirty deed, but this has been before I've known this fact. When content is already on the disc, although locked, I also wonder why the time span between the releases. Why wait until December to release content already on the disc? To artificially extend the lifespan of the game? That's not a good reason, if that is the case.

destinyexpansionyo.jpg

Why, Bungie, why?


Instead, when companies do charge for DLC, the DLC should not be on the disc. Content should be new and fresh, after all. Some companies do follow this creed, and those are some the types that I admire the most in the video game industry.

Downloadable Content needs to be made way more affordable.

There are some people that would like to collect all of the DLC and support the company, no matter the case. However, after some DLC, it tends to become a little expensive, and before you know it, you have spent $500 or more on one game, just due to the DLC. I honestly cannot stand some of the prices of DLC on certain games. Final Fantasy Theatrhythm: Curtain Call, for example, has DLC that costs 99 cents each (songs and characters to unlock), which is not a horrible cost, but when you want all the songs, you're tacking on another $40 or so on a game you have already paid $40 for. Train Simulator is one of the worst offenders of this, charging about $20 per train that you should be able to unlock in the game. There are way too many trains to unlock, after all, making this a little bit offensive to the fans of the game.

Train%20Simulator.jpg

For trains? Who in the world would pay that much for a bunch of digital trains!?


Rockband, which has had a ton of DLC songs released, can cost a player thousands of extra dollars. I'm not sure if that makes the game worth it, however. DLC should personally either come in cheaper bundles than current, or should be priced a bit less. For example, the songs and characters should cost 49 cents rather than 99 cents. There are sometimes sales on DLC, but that is not definitely not enough.

Downloadable Content cannot include typical features to unlock or make the game easier.

DLC Quest makes fun of this. Players can only progress in the game by paying for DLC (in-game coins, though), and by progress, I mean unlocking the pause feature, the animations, jump, and more. One of the major offenders of this rule is Madden, with its "Elite" status DLC in the past. So what is this? You pay money... to enter the "Elite" community and to unlock an extra difficulty. That's right. You basically pay the money for a difficulty unlock. That is just plain insulting.

Sonic%20Lost%20World.jpg

Thank goodness Sega has never charged for this DLC.


But the worst of the worst, in my opinion, is the DLC of easy street. In other words, you can buy shortcuts. Or money. Or lives. Or level ups. That is right. Companies will take advantage of those that lack the patience and/or time and charge for level ups. Tales of Vesperia falls under this atrocity. Charging for health packs, gald, and level ups? Yeah, no thanks. You can buy money in the Godfather for a majorly hefty price as well. Then there are DLC lives in Sonic: The Lost World. What happened to earning them? Why? Seems a little odd, though Sega has insisted they will never charge for extra lives (instead, the DLC has come as a pre-order bonus on a website). Why give shortcuts for a fee? I do not see the point. Sans Sonic, if a developer provides shortcuts, at least make it free and through some type of cheat code. The point of the game is to experience everything the game has to offer. There are already easier difficulty modes that the player can breeze through. It's almost as if the company is insulting itself, "Okay, obviously we made a quickly staling battle system, so let's just alleviate that by adding DLC to rush through the slog?"

This should not be a world where developers can see how much money they can squeeze out of their fans. That is not exactly fair to the fans. I think we fans would feel a lot less flustered and a lot more loyal if companies would play a bit more fair when it comes to DLC. What do you think? Do you believe DLC is fair nowadays?

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