DLC Dilemma: Unravelling the Tangled Narrative of Downloadable Content in Gaming
Opinion by Nilin on Jul 12, 2023
In the digital symphony of video gaming, Downloadable Content (DLC) has emerged as a defining movement. Since its birth in the early 2000s, it has shaped the rhythm and pace of our collective gaming journey. A fresh quest in a beloved RPG, a newly crafted map in an immersive multiplayer shooter, a meticulously designed outfit to adorn your avatar—DLC is the spice that enriches the main course of the gaming banquet.
Downloadable Content (DLC): An Encore or an Exploitation in the Gaming Industry?
So, what is DLC? Simply put, it's akin to the unexpected encore at the end of a captivating concert. It's the extra content that game developers curate and release after the grand launch of a game. It could be a trivial flourish, like a fresh set of garments for your character, or a profound extension, such as a new storyline, levels, or characters that rekindle the spark and deepen your connection with the game.
The voyage of DLC, however, is not all smooth sailing. It has stirred the calm waters of the gaming world and sparked debates that have influenced the industry's trajectory. Once, what you received on a game cartridge or disc was finite. No patches, no updates, no added bells and whistles. But the dawning of the internet era and the birth of digital platforms like PlayStation Network, Xbox Live, and Steam changed the narrative. They offered developers the magical ability to extend the life of their games, keeping players trapped in their crafted universes while also weaving new threads of revenue.
However, DLC, like any potent potion, holds the power to both heal and harm. When thoughtfully crafted, it can nourish a game, enhancing its soul and prolonging its resonance. The expansions for 'The Witcher 3: Wild Hunt' by CD Projekt Red, or the ceaseless flow of updates for 'Grand Theft Auto Online' by Rockstar, are testaments to this. They add substantial value and stretch the life of the games beyond their launch.
Yet, there are shadows to this tale. Some argue that certain developers deliberately withhold content to hawk it later as DLC. The introduction of "loot boxes," which invite players to spend real-world money for a lottery chance at in-game items, has ignited ethical quandaries and debates about gambling.
The Elder Scrolls IV: Oblivion – Horse Armor (2006)
Perhaps one of the most infamous examples of controversial DLC is the Horse Armor Pack for Bethesda's "The Elder Scrolls IV: Oblivion". Released in 2006, this DLC offered players purely cosmetic upgrades in shiny new armor for their in-game horse, priced at $2.50. This sparked outrage in the gaming community, as many felt the content offered was trivial and overpriced. The incident was an early example of the potential for backlash against perceived low-value, high-cost DLC.
Star Wars: Battlefront II – Progression System (2017)
Another notorious case of controversial DLC practices involves EA's "Star Wars: Battlefront II". Initially, the game incorporated a progression system tied heavily to loot boxes, purchasable with real-world currency. These loot boxes provided random in-game items and upgrades, effectively allowing players to "pay to win". This system faced extensive criticism from fans and critics alike, as it was seen to encourage gambling and create an uneven playing field in multiplayer sessions. Following the backlash, EA suspended the sale of loot boxes just before the game's public release and later overhauled the progression system entirely.
Asura's Wrath - True Ending (2012)
In 2012, Capcom's action game "Asura's Wrath" stirred quite a controversy with its DLC approach. The game, known for its episodic narrative structure and intense action sequences, presented players with an intriguing tale of revenge and redemption. However, upon completing the game, many players felt the story was unfinished and unresolved.
This unrest among players was exacerbated when Capcom announced a DLC titled "The True Ending," which, as the name suggests, promised to provide the actual conclusion to the game's storyline. Many fans felt aggrieved and argued that they were being asked to pay extra to receive the full narrative experience that should have been included in the base game. This created a heated debate around the ethics of such DLC practices, sparking conversations about player entitlement, developer obligations, and the balance between expanding a game's content and exploiting a fan base.
Final Thoughts
In many ways, the concept of DLC in the gaming world mirrors the role of bonuses in video games. The best bonuses serve as additional content, augmenting the core gameplay experience with extra features or opportunities, much like DLC expands upon a base game. Whether it's a welcome bonus offering a DLC adding new quests to an RPG, both bring extra value to the player's experience. They extend the duration and intensity of engagement, increasing the overall appeal and excitement. These bonuses, like a well-crafted DLC, can significantly enhance user experience and satisfaction, adding a new depth and reward to the games we love to play.
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