

It released last year with a main quest (and a hefty dose of optional missions to complete along the way) and four playable characters. This is perhaps the biggest change from older generations to modern games. For obvious reasons, that just wouldn’t work, so publishers had to ensure developers put enough content into games to keep players invested in the games, thus providing a great value and urging more consumers to purchase their product. The trouble in the past with turning profits on unlockable content for video games was that there was no way to release it without mass producing a new cartridge or disc.

Given the purpose of any company is to profit, DLC is a natural evolution in a world where everything is going digital and products can be downloaded rather than sold at brick and mortar stores. Otherwise, it’s just business, whether poor or exceptional. “Corporate greed,” I feel, should only be used to describe extreme circumstances, such as illegal activity like denying employees overtime pay when they’re required to. Personally, I feel the term is tossed around a bit too liberally, but the public at large seems to have forgotten the purpose of all corporations is to turn a profit.

But are either of these claims really valid? With the recent announcement of Game of the Year (GOTY) editions for Borderlands 2 and Halo 4, now seems as good a time as any to evaluate the merit of DLC in the gaming world.īefore even getting into DLC itself, let’s discuss the broader issue: corporate greed. On the other hand, it enables developers to continue providing top-notch content to its dedicated fanbase. On the one hand, it’s an easy way for publishers to siphon every penny it can from desperate consumers. It’s no secret downloadable content has been received with much ambivalence among the gaming community. DLC: three letters that can stir a heated debate between gamers as quickly as health care reform can between politicians.
