The principle of downloadable content, or DLC, is to provide content packages for video games varying from cheap aesthetic changes to pricey expansion packs which could add tons of new game-play and expand the experience from the full game for the consumer. DLC have the seemingly same resounding issue produced by patches as the concept of exploitation by developers is present. DLC could be acceptable in terms of providing sizable and honest expansions to its respective core game but problems arise when the core game in seemingly skimped upon and DLC are fairly large and fairly pricey. DLC of this caliber may also come at a consistent rate over the coarse of the core video game's lifetime. So how is this an issue? As the consumer plays these games ad notices a severe lack in content, there going to feel let down and feel as if the product didn't live up to the every dollar spent on it. Some video game franchises have a history of pulling this kind of stunt due to a variety of reasons but one profound reason is the dreaded artistic control situation caused by the video games publisher due to their own incentives. Video game publishers can interfere in the production of the game if it doesn't meat their standards, on example is that a development studio may be forced to skimp on developing specific content so that particular content can be facilitated for future DLC for seemingly high prices. In this situation video game content is cut by design and facilitated for further profits. DLC could also produce the idea that a majority of the content packaged for the DLC package is unfinished content also facilitated for future profits or broken unfinished content missing at the initial release date. To prevent cumbersome DLC Consumers must immediately voice their disapproval of the practice before any given title is released so producers are aware of potential consumer backlash toward the DLC.
Above is a video meant to educate those who are not familiar with the concept of DLC by YouTube User 3DGameMan