TheMadCat wrote...
DLC can be a great thing when it's not abused. Things like Knights of the Nine and Point Lookout were great pieces of content and priced pretty reasonable, GTA 4 supposedly has some good DLC options as well. Adding content and simultaneously adding shelf life to a game are great on the consumer end and it's a great way for companies to make some killer profit as it's incredibly cheap to make a DLC.
The problem is DLC does tend to get abused and the reason for this is there is no market competition. No one is competing against BioWare's DLC so they are free to set the price to whatever they feel people are willing to pay, and in this digital dollar era peoples perception of value is incredibly low so there is plenty of breathing room for them to inflate. The principle of DLC is great, my favorite games getting extended for several years with great pieces of content, whether big or small and a chance for the developers to recoup profit after spending insane amounts on development and advertising. But it's become an avenue of abuse for a lot publishers/developers, taking advantage of a competitor less market and the digital dollar era.
This would be a lot more convincing if there was some sort of coherent definition of "abuse" attached.Clearly it can't be defined by what the market is willing to bear, or the DLC wouldn't sell. So what's your definition?





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