Downloadable content (DLC)[a] is additional content created for an already releasedvideo game, distributed through theInternet by the game's publisher. It can either be added for no extra cost or it can be a form ofvideo game monetization,[1] enabling the publisher to gain additional revenue from a title after it has been purchased, often using some type ofmicrotransaction system.
DLC can range from cosmetic content, such asskins, to new in-game content such as characters,levels,modes, and largerexpansions that may contain a mix of such content as a continuation of the base game. In some games, multiple DLC (including future DLC not yet released) may be bundled as part of a "season pass"—typically at a discount in comparison to purchasing each DLC individually.
While theDreamcast was the first home console to support DLC (albeit in a limited form due to hardware and internet connection limitations), Sony'sPlayStation 2 and Microsoft'sXbox helped to popularize the concept. Since theseventh generation of video game consoles, DLC has been a prevalent feature of most major video game platforms with internet connectivity.
Since the popularization ofmicrotransactions in online distribution platforms such asSteam, the term DLC has become a synonymous for any form ofpaid content in video games, regardless of whether they constitute the download of new content. Furthermore, this led to the creation of theoxymoronic term "on-disc DLC" for content included on the game's original files but locked behind apaywall.[2]
The earliest form of downloadable content were offerings of full games, such as on the Atari 2600'sGameLine service, which allowed users to download games using a telephone line. A similar service,Sega Channel, allowed for the downloading of games to theSega Genesis over acable line. While the GameLine and Sega Channel services allowed for the distribution of entire titles, they did not provide downloadable content for existing titles.
Expansion packs were sold at retail for some PC games, which featured content such as additional levels, characters, or maps for a base game. They often required an installation of the original game in order to function, but some games (such asHalf-Life) had "standalone" expansions, which were essentiallyspin-off games that reused engine code and assets from the original game.
TheDreamcast was the first console to feature online support as a standard; DLC was available, though limited in size due to the narrowband connection and the size limitations of aVisual Memory Unit memory card. These online features were still considered a breakthrough in video games.
With the release of thePlayStation 2, Sony was the first company to implement downloadable content. Many PlayStation 2 titles, includingRatchet & Clank,Burnout Revenge, andJak X, offered varying amounts of extra content, available from save data bonus content. Most of this content was available for free.[3]
With the release of theXbox, Microsoft was the second company to implement downloadable content. Many Xbox titles, includingSplinter Cell,Halo 2, andNinja Gaiden, offered varying amounts of extra content, available for download through theXbox Live service. Most of this content was available for free.[4]
With the advent of theGameCube, Nintendo was the third company to implement downloadable content. Many GameCube titles offered varying amounts of extra content fromGame Boy Advance titles with theGameCube – Game Boy Advance link cable. All of this content was available for free.
TheXbox 360 (2005) included more robust support fordigital distribution, including DLC downloads and purchases, via itsXbox Live Marketplace service. Microsoft believed that publishers would benefit by offering small pieces of content at a small cost ($1 to $5), rather than full expansion packs (~$20), as this would allow players to pick and chose what content they desired, providing revenue to the publishers. Microsoft also utilized a digital currency known as "Microsoft Points" for transactions, which could also be purchased through physicalgift cards to avoid the banking fees associated with the small price points.[5]
ThePlayStation 3 (2006) adopted the same approach with their downloadable hub, thePlayStation Store. Sony planned on having the bulk of its content be purchased separately via many separate onlinemicrotransactions forPlayStation Network titles, includingGran Turismo HD Concept andGran Turismo 5 Prologue.[6][7][8]
TheWii (2006) featured a sparser amount of downloadable content on theirWii Shop Channel, the bulk of which is accounted for by digital distribution ofemulated Nintendo titles fromprevious generations.
Music video games, such as titles from theGuitar Hero andRock Band franchises, took significant advantage of downloadable content as a means of offering new songs to be played in-game. Harmonix claimed thatGuitar Hero II would feature "more online content than anyone has ever seen in a game to this date."[9]Rock Band features the largest number of downloadable items of any console video game, with a steady number of new songs that were added weekly between 2007 and 2013. Acquiring all the downloadable content forRock Band would, as of July 12, 2012, cost $5,880.10.[10]
As the popularity and speed of internet connections rose, so did the popularity of using the internet for digital distribution of media. User-createdgame mods andmaps were distributed exclusively online, as they were mainly created by people without the infrastructure capable of distributing the content through physical media.
In 1997,Cavedog offered a new unit every month as free downloadable content for theirreal-time strategycomputer gameTotal Annihilation.[1][11]
Later PC digital distribution platforms, such as Games for Windows Marketplace and Steam would add support for DLC in a similar manner to consoles.[12]
Nokia phones of the late 1990s and early 2000s shipped with side-scrolling shooter Space Impact, available on various models. With the introduction ofWAP in 2000, additional downloadable content for the game, with extra levels, became available.
TheNintendo Wi-Fi Connection service on theNintendo DS could be used to obtain a form of DLC for certain games, such asPicross DS—where players could download puzzle "packs" of classic puzzles from previous Picross games (such asMario's Picross).[13] as well as downloadableuser generated content.[14] Due to the Nintendo DS's use of cartridges and lack of dedicated storage, most "DLC" for DS games was limited in scope, or in some cases (such asProfessor Layton and the Curious Village andMoero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2), was already part of the game's data on the cartridge, and merely unlocked.[15]
TheNintendo 3DS supported the purchase of DLC for supported titles forNintendo eShop.[16]
Starting withiPhone OS 3, downloadable content became available for the platform via applications bought from theApp Store. While this ability was initially only available to developers for paid applications, Apple eventually allowed for developers to offer this in free applications as well in October 2009.[17]
In some cases, a purchased DLC may not actually download new content to the device, but merely consists of data used to enable associated content that is already present within the game's data. DLC of this nature revealed viadata mining is typically referred to as "on-disc DLC"[18][19] orPULC (premium unlockable content).[20]
This practice has sometimes been considered controversial, with publishers being accused of using what is effectively a microtransaction to lock access to content that was already contained within the game as sold at retail.[21][19][22]
Data relating to future DLC may be included on-disc or downloaded during updates for technical reasons as well, either to ensure online multiplayer compatibility for existing content between players who have not yet purchased the new DLC,[23][24] or as dormant support code for planned content that is still in development at the time of the release.[25][21][18][22]
Downloadable content is oftenoffered for a price. SinceFacebook games popularized the business model ofmicrotransactions,[26] some have criticized downloadable content as being overpriced and an incentive for developers to leave items out of the initial release, withThe Elder Scrolls IV: Oblivion's horse armor DLC having faced a mixed reception upon its release for that reason.[27][28] However, by 2009, the Horse Armor DLC was one of the top ten content packs that Bethesda had sold, which justified the DLC model for future games.[5] Where a normal software disc may allow its license sold or traded, DLC is generally locked to a specific user's account and does not come with the ability to transfer that license to another user.[29][30]
In addition to individual content downloads,video game publishers sometimes offer a "season pass", which allows users topre-order a selection of upcoming content over a specific time period, and ensuring the customer's ability to immediately obtain the content upon release. As users do not have the ability to fully preview the content before their purchase, there is a chance that the content of a season pass may not be of a sufficient quality to justify the purchase. In multiplayer games, season passes may also segregate the player base if it is the primary means of receiving gameplay content such as maps.[31][32][33]
Microsoft has been known to require developers to charge for their content, when the developers would rather release their content for free.[34] Some content has even been withheld from release because the developer refused to charge the amount Microsoft required.[34][35] Epic Games, known for continual support of their older titles with downloadable updates, believed that releasing downloadable content over the course of a game's lifetime helped increase sales throughout, and had succeeded well with that business-model in the past, but was required to implement fees for downloads when releasing content for their Microsoft-published game,Gears of War.[34]
As of 2010 the sale of DLC makes up around 20% of video games sales, a substantial portion of a developer'sprofit margin. Developers are beginning to use the sale of DLC for an already successful game series to fund the development of newIPs or sequels to existing games.[36]
DLC is usually distributed through a console platform's online storefront, such asMicrosoft Store,Nintendo eShop,PlayStation Store, or similar storefronts for PC games such asSteam.[12]Platform exclusivity can also apply to DLC, withActivision having reserved a timed exclusivity period for DLC in theCall of Duty franchise to PlayStation consoles.[37][38]
Some time after a game's original release, a publisher may reissue the game at retail with all of its existing DLC included at no additional charge and, in some cases, exclusive content which may be released as DLC for existing owners in the future.[39] The resultingSKU is often branded with a subtitle to distinguish it from the original release, such as "Game of the Year Edition",[40][41] "Definitive Edition" or "Complete Edition".[42]Destiny was reissued twice to coincide with its "Year 2" and "Year 3" milestones and associated DLC expansionsThe Taken King andRise of Iron; a compilation of the game's existing DLC andThe Taken King was released in 2015 under the titleDestiny: The Taken King - Legendary Edition, while the game was re-issued again in 2016 asDestiny: The Collection to addRise of Iron.[43][44]
There have also been cases where DLCs were intended to be part of the main game, but they were later stripped out of it in order to be sold as a separate feature.Tomb Raider: Underworld has been criticized for providing two DLCs, exclusive to theXbox 360, that were supposedly removed from the original game.[45][46]The Sims 4: My First Pet was likewise criticised for containing items that had seemingly been removed from theCats & Dogs expansion, with the DLC requiring the downloadable expansion pack in order to work.PCGamesN described it as "a stuff pack for an expansion pack."[47]
While video games are the origins of downloadable content, with movies, books and music also becoming more popular in the digital sphere, experimental DLC has also been attempted. Amazon's Kindle service for example allows updating ebooks, which allows authors to not only update and correct work, but also add content.[48]
Total Annihilation was one of the early adopters of the DLC releases and every month Cavedog would release a new unit for free to try with the game.