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Good examples of dlc: the witcher 3, rocket league etc - a lot of free stuff and the monetized content is not P2W or cut from the original game. It adds to the experience sure but people should not feel obligated or ripped off.

Bad examples of dlc: mortal kombat x, evolve, destiny, the last of us MP weapon/perk dlc model, anything P2W (monetization of in game currency) - content is cut from the game and sold later on for profit. People are rewarded for shelling out higher amounts of money.

Neutral examples of dlc: super smash bros, dead or alive etc - although I think cosmetic dlc is useless, it does not reward those who buy it for the most part. The new characters seem well balanced and added on; just like the stages don't feel as if they were cut out. Price may seem like a factor for cosmetics but I mean if you really want to play dress up then I don't think you would care too much about that in the first place.

Good DLC adds on to an experience and keeps the customer engaged and entertained with their game over the months, without punishing people who do not purchase it. Smash bros seems to be of that model.