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I think it's a little too broad to say "ALL Day 1 DLC is a big F you". To me, the big issue I have is when their DLC is clearly ready far ahead of time, but they refuse to include it on the disc/cartridge. On the flipside, there is an inherent delay between completing a game and releasing it, required for things like printing, shipping, etc. If they're using that time to create some extra content, I'm OK with it.

I'm also OK with cases where the DLC is free, obviously.

In the case of Mario Golf: World Tour, I do think it's a little wrong that Nintendo is going for this particular route. And it's not about the "season pass" part (which is fine in the way Nintendo is doing it, where they spell out exactly what you're getting - my issue is season passes that are left vague so that they can effectively renege on their offer if they want to), but the fact that content they probably had ready a month or two ago is being released as day 1 DLC at a price.

That all being said, it's also wrong to describe it as a case of a game being "incomplete", necessarily. Some games are made to feel incomplete without the DLC. Others have DLC that merely extend the game beyond completeness. For instance, using Mario Golf again as an example, the retail game itself has about the same number of courses/holes as previous Mario Golf games. The DLC extends it beyond that point.

My point, here, is that each case is different, and none of the increasingly-common online offerings in games (like microtransactions, DLC, etc) are inherently bad. What is bad is what some companies do with them, in order to try to maximise the amount of money they squeeze out of people who buy the game, rather than trying to maximise the number of people who buy the game.

Note: I've used Mario Golf as my example due to how recent the news of it is.