Downloadable content
Downloadable content, almost universally known by the three letters DLC, has become one of the defining economic forces in modern video gaming. What started as a niche feature on the Sega Dreamcast grew into a practice that accounts for roughly 20 percent of all video game sales. But how did a convenience become a controversy, and how did a simple idea - selling extra pieces of a game after its release - reshape an entire industry?
The questions worth sitting with are these: who actually invented the practice, who turned it into a business, and why does one piece of horse armor for a medieval fantasy game still get cited whenever players argue about whether publishers respect their audience?
Long before any console could connect to the internet, players on the Atari 2600 could use a service called GameLine to pull full games down a telephone line. Sega offered something similar with Sega Channel, which pushed games to the Genesis over a cable connection. Neither service was designed to add content to games already sitting in a library; they were delivery systems for whole titles, not extensions of them.
On personal computers, expansion packs filled the gap. Publishers sold them at retail, printed on discs, and they were significant enough to require the original game be installed first. Some, like the expansions built for Half-Life, were "standalone" editions that reused the base game's engine and assets but played as separate experiences entirely. These physical boxes anticipated the concept of DLC, but the internet had not yet made it practical to skip the store shelf.
Sega's Dreamcast was the first home console to ship with online support as a standard feature, not an add-on. DLC was available on the platform, but two hard constraints kept it small: the narrowband connection of the era, and the 200 block storage limit of the Visual Memory Unit, the console's memory card. Despite those restrictions, the online capability was considered a breakthrough.
Microsoft entered the space second with the original Xbox, and the difference was immediately apparent. Titles including Splinter Cell, Halo 2, and Ninja Gaiden offered extra content through Xbox Live, and most of it was free. Nintendo became the third company to implement downloadable content through the GameCube, which used a physical link cable connecting to the Game Boy Advance; all of that content, too, was free of charge.
The Xbox 360, released in 2005, changed the economic logic of DLC. Microsoft built a platform called Xbox Live Marketplace and arrived with a clear theory: small pieces of content at small prices, somewhere between one and five dollars each, would generate more revenue than occasional retail expansion packs priced around twenty dollars. Players could pick exactly what they wanted rather than buying a bundled disc.
To make the small transactions workable, Microsoft created a digital currency called Microsoft Points, which could be bought through physical gift cards. The gift card approach sidestepped the banking fees that eating into the margin on a two-dollar purchase would otherwise create. Sony followed in 2006 with the PlayStation 3 and its PlayStation Store, planning to sell the bulk of its content through individual online microtransactions. Gran Turismo HD Concept and Gran Turismo 5 Prologue were among the titles Sony positioned for that model.
In 2000, Nokia had already demonstrated a mobile version of the idea: when WAP internet access arrived on its phones, players could download additional levels for the pre-installed side-scrolling shooter Space Impact. That quiet experiment on handhelds preceded the console wars by several years.
Music games found a natural fit with the DLC model that few other genres could match. Harmonix, the studio behind both Guitar Hero II and Rock Band, claimed that Guitar Hero II would feature more online content than any game had offered before it. Rock Band went further still, building what became the largest downloadable content library of any console game, with new songs added on a weekly schedule that ran from 2007 through 2013.
The scale of that catalog carried a real price. As of the 12th of July 2012, buying every available piece of downloadable content for Rock Band would have cost a player $5,880.10. That figure captures something important about where the DLC economy had arrived: an enthusiast could spend nearly six thousand dollars extending a single game.
No single piece of DLC attracted more criticism in the early years than the horse armor released for The Elder Scrolls IV: Oblivion. The add-on was purely cosmetic, offering no gameplay advantage, and it faced a mixed public reception that became shorthand for everything players resented about paid content. The criticism landed in a particular way because the armor felt like something that could have simply been in the game.
The reception did not kill the product. By 2009, the horse armor DLC had become one of the top ten content packs Bethesda had ever sold. That reversal was taken by the industry as a justification of the model: even contested cosmetic content could generate sustained revenue. Epic Games and Gears of War showed the other edge of the arrangement. Epic had a history of supporting older titles with free downloadable updates and believed that approach boosted long-term sales. When Gears of War was published by Microsoft, Epic was required to charge for content that the studio had preferred to release at no cost. Some content was withheld entirely because Epic refused to meet the price Microsoft required.
Data mining communities discovered a practice that drew particular scrutiny: content already sitting on a purchased disc, locked behind an additional payment. This became known as on-disc DLC, or by the acronym PULC, standing for premium unlockable content. Publishers argued that some data needed to be included on-disc in advance to maintain online multiplayer compatibility between players who had and had not yet bought new content. Critics argued the practice was simply charging twice for what had already been manufactured and sold.
Tomb Raider: Underworld drew criticism for two Xbox 360 exclusives that players believed had been removed from the original game. The Sims 4: My First Pet attracted similar complaints because it appeared to contain items stripped from the Cats and Dogs expansion, and it required that expansion in order to function at all. One outlet described it as a stuff pack for an expansion pack.
The season pass was the other structural innovation of this era. A season pass let players pre-order a bundle of future content at a discount before any of it had been released. The risk to the buyer was real: there was no way to evaluate the content before committing to it. In multiplayer games, seasons passes could fracture the player base if they were the primary vehicle for new maps, splitting players who had bought in from those who had not.
DLC eventually became a tool in the rivalry between platform holders. In 2010, Activision reached an exclusivity agreement with Microsoft that made all downloadable content for Call of Duty games time-limited exclusives on Xbox consoles. When that contract ended, Activision signed a similar deal with Sony and PlayStation in 2015, shifting the exclusivity to the other side of the market.
Publishers developed a parallel habit of re-releasing games with their accumulated DLC bundled in, often at a lower price than the original release plus its individual add-ons. These compilations carried titles such as Game of the Year Edition, Definitive Edition, or Complete Edition. Destiny was reissued twice on that model: a collection called Destiny: The Taken King Legendary Edition arrived in 2015, and Destiny: The Collection followed in 2016 to include the Rise of Iron expansion.
The practice spread beyond games. Amazon's Kindle service demonstrated that the logic applied to books: authors could update and extend ebooks after publication, correcting errors and adding material in ways that a printed page could never allow. As of 2010, DLC revenue represented around 20 percent of total video game sales, a share large enough that some developers were using it to fund entirely new intellectual properties rather than relying on traditional publishing advances.
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Common questions
What does DLC stand for in video games?
DLC stands for downloadable content. It refers to additional content created for an already released video game and distributed through the internet by the game's publisher, either free or for a fee.
What was the first console to support downloadable content?
The Sega Dreamcast was the first home console to support downloadable content as a standard feature. Content was limited in size due to the narrowband internet connection and the 200 block storage limit of the Visual Memory Unit memory card.
What is on-disc DLC and why is it controversial?
On-disc DLC, also called PULC (premium unlockable content), is content already present in a game's data at the time of purchase but locked behind a paywall. It is controversial because players are effectively paying a second time for content that was already on the disc they bought.
How much did all Rock Band downloadable content cost?
As of the 12th of July 2012, acquiring all downloadable content for Rock Band would have cost $5,880.10. Rock Band holds the record for the largest number of downloadable items of any console video game, with songs added weekly between 2007 and 2013.
Why did The Elder Scrolls IV: Oblivion horse armor DLC become famous?
The horse armor DLC for Oblivion became a symbol of consumer criticism because it was a cosmetic add-on that many players felt should have been included in the base game. Despite its mixed initial reception, it became one of Bethesda's top ten best-selling content packs by 2009.
What is a season pass in video games?
A season pass is a pre-purchase bundle that gives players access to a selection of upcoming downloadable content over a set period, typically at a discount compared to buying each piece individually. The risk is that buyers cannot evaluate the content before committing to the purchase.
All sources
46 references cited across the entry
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- 4The Harsh History Of Gaming Microtransactions: From Horse Armor to Loot BoxesMike Williams — October 11, 2017
- 5Gran Turismo HD will be a barebones release21 September 2006
- 6Gran Turismo Still For BoysAnoop Gantayat — September 25, 2006
- 7Sony Drops Gran Turismo HDAnoop Gantayat — November 30, 2006
- 9Rock Band is an EXPENSIVE Hobby, but HOW Expensive?Rockbandaide.com
- 11Steam now supports premium DLCTom Bramwell — 2009-03-17
- 16MagazineApple Allows In-App Purchases in Free iPhone AppsBrian X. Chen — 2009-10-15
- 17EA exec says complaints about "on-disc DLC" are "nonsense"Kyle Orland — August 13, 2015
- 19EA Announces NFS Carbon Premium Unlockable ContentNovember 2006
- 23Gearbox issues Borderlands 2 compatibility pack error adviceTom Phillips — 2013-01-16
- 25NewsA popular Facebook game enrages players by adding micro-transactionsChris Morrison — 2008-10-29
- 26Download Oblivion's horse armor, for a priceJames Ransom-Wiley — 2006-04-03
- 27Oblivion horse armor now availableTim Surette — CBS Interactive — April 3, 2006
- 28Electronic Arts - …kämpft gegen gebrauchte SpieleDaniel Raumer — IDG — 2010-02-18
- 29GameStop trades in its future for insultingly low amountBrendan Sinclair — May 1, 2020
- 31MagazineSeason Passes Are Starting To Sound Like ScamsAndrew Reiner
- 32The multiplayer season pass is almost dead, this is how For Honor and Titanfall 2 are killing itConnor Sheridan — 2016-12-15
- 33Microsoft hearts capitalism, shiny rocks; does not heart free content, sunshineEarnest Cavalli — 2007-03-26
- 38Spider-Man Game of the Year edition available now for PS4Owen S. Good — 2019-08-28
- 39Where to start with The Witcher games if you've only seen the Netflix showJames Davenport — 2020-01-13
- 44Tomb Raider DLC content meant for original gameJoe Martin — January 13, 2009
- 45Buy the other half of your furniture with the latest Sims 4 Stuff packVic Hood — 19 April 2021
- 46Update Your Kindle Book VersionAmazon