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enticements for additional paid content well before the mobile industry would help formalize
these practices with the now-infamous freemium business model.
In addition to smaller add-ons, console games also attempted to integrate larger DLC
expansions into their development workflow and leveraged those releases to extend the shelf-life
of popular games. In some cases, these were literal parallels to PC expansions—for instance,
Bethesda released expansion packs for the PC version of The Elder Scrolls IV: Oblivion and then
reframed these identical expansions as DLC for the console versions of their game. In other
cases, popular titles like Halo 3 (2007) used DLC to maintain online interest for the game over
the course of years, releasing new DLC map packs in 2007, 2008, 2009, and 2010. I also noticed
DLC used more often with exclusive titles, as publishers could further emphasize the game’s
visibility on the console by releasing add-ons that extended gameplay. To this point, even though
the PlayStation 3’s overall catalog showed a lower overall commitment to publishing DLC,
many of the games that did so were Sony-exclusives including Resistance: Fall of Man (2006),
flOw (2007), MotorStorm (2007), and Folklore (2007). So, while DLC may not have dominated
the early development stage of the networked console era, its burgeoning use not only showcased
a depth of flexibility but also tantalizing market potential for any game producer able to
formalize a system around that use.
In this sample of releases, we can also see an emergent logic on the kinds of games
producers favored for post-release development strategies. After accounting for repeated entries
on individual tiles that were released for both consoles, I counted 89 different games that
distributed DLC between 2005 and 2007. Within this segment, I narrowed down each title’s
dominant genre and ultimately segmented the titles within a graph that highlighted whether a
game primarily acted as action-adventure, shooter, role-playing (or: RPG), strategy, racing,