6 November 2025
Once upon a time, buying a video game meant getting everything in the package — no surprises, no extra costs. You’d pay once, get the disc, and dive right into the adventure. But oh, how things have changed. Welcome to the wild world of downloadable content, or as we all know it: DLC. From massive expansion packs of old to today’s in-game stores brimming with skins, boosts, and microtransactions, DLC has come a long, complicated way.
So, how did we get here? And more importantly, is all this extra content really making games better … or just more expensive? Let’s rewind the clock and take a deep dive into the fascinating evolution of DLC.
Remember games like Diablo II: Lord of Destruction, The Sims: Hot Date, or Baldur’s Gate II: Throne of Bhaal? These expansions weren’t just cosmetic or bite-sized. They added real substance: new levels, characters, storylines — entire game mechanics sometimes.
The best part? They usually cost less than the base game but delivered hours of additional gameplay. You bought it once and owned it forever. No strings. No internet required. Just you, the game, and a bottomless bag of snacks.
Boom. DLC as we know it was born.
Games like The Elder Scrolls IV: Oblivion (ah yes, the infamous “horse armor” DLC), Call of Duty 4: Modern Warfare, and Mass Effect started offering downloadable content. At first, it was mostly story add-ons or multiplayer maps. Pretty harmless, right?
But over time, the growing popularity — and profitability — of DLC started to shape game development itself. Some studios even began holding back content to sell later. It became easy money. And the lines between a complete game and “the rest of the game” started to blur.
This style made a lot of sense for narrative-driven games. It built suspense and kept players coming back for more. But it also nudged players into purchasing “Season Passes,” which, if we're honest, often felt like paying for a promise.
Not all episodic models were rip-offs, though. Some genuinely respected the players' time and money. But we’ll get to the dark side of DLC soon enough …
But this trend eventually slithered its way into full-priced AAA games, and that’s where things got… complicated.
You’ll find this in games like Fortnite, Call of Duty: Warzone, Overwatch, and basically every modern multiplayer title. The focus isn’t just on gameplay anymore — it’s about looking good while doing it. Cosmetics became king. Skins, emotes, sprays, voice lines — some gamers spend more on virtual outfits than on their real-world wardrobe.
And this gave birth to the in-game store.
Publishers have gotten clever with psychological tricks — FOMO (fear of missing out), loot boxes, and tiered passes. It’s all built to encourage spending. And while some players love the customization options, others feel nickel-and-dimed to death.
Here’s the kicker: many of these games already cost $60 or more. So why are we paying extra just to unlock stuff that probably could’ve been in the base game?
This practice basically means holding content back and charging players for it immediately when the game launches. Fans hate it. Developers defend it. But the truth? It’s a textbook example of bad optics.
It’s not always as sinister as it seems — sometimes the DLC was developed after the game went gold. But from a player’s perspective, it feels shady as hell. You pay full price and still get gated off from content? That’s a hard sell.
Enter the Battle Pass.
Instead of random loot boxes, battle passes offer tiered rewards you unlock by playing — or by paying to skip levels (because of course). It’s a clever mix of progression and monetization. You feel like you’re working toward something… but if the grind is too intense, you're subtly encouraged to drop some cash.
It’s manipulative? Maybe. But it's wildly effective. Developers earn steady income; players get a sense of progression. Win-win? You tell me.
But now, with paid DLC and strict in-game economies, mods are often discouraged or flat-out blocked.
It raises an important question: who really owns the game once it's released? Should we be able to tweak, modify, and share content, or are we just renting the experience developers give us?
When content is locked behind paywalls, and customization is doled out in $5 bundles, it kind of gums up the creative sharing that once defined gaming communities.
Games like The Witcher 3: Blood and Wine, Red Dead Redemption: Undead Nightmare, and Cyberpunk 2077: Phantom Liberty showed us that DLC can still be meaningful, chunky, and worth every penny. These expansions deliver hours of fresh content, polish existing systems, and respect the player’s wallet.
But on the flip side, we’ve also seen exploitative, barebones cash grabs that ask for your money while giving very little in return.
It really comes down to intent. Is the developer using DLC to enhance the experience — or to squeeze every last dime from an already paying customer?
DLC — in all its forms — has become an unavoidable part of modern games. Some of it’s awesome, some of it’s sketchy, and a whole bunch of it falls somewhere in between. The key is transparency and value. We’re happy to support devs, but we also want to feel like we’re getting our money’s worth.
Maybe the future lies in a middle ground — offering cosmetic-only microtransactions while keeping real content locked to expansions that deliver substance. Or maybe, just maybe, subscription models will take over entirely and DLC will become part of a monthly package.
Only time will tell.
For now? Keep your wallet close, always read the fine print, and ask yourself one simple question before hitting that “Buy Now” button: “Is it really worth it?”
As players, we should demand better — not just better content, but better ethics. Because at the end of the day, we’re not just buying games. We’re buying experiences. And those should always be worth the price.
all images in this post were generated using AI tools
Category:
In Game PurchasesAuthor:
Lana Johnson