
As I reflect on the evolution of video games, it’s clear that the landscape has dramatically shifted, particularly regarding downloadable content (DLC).In the mid-2000s, the idea that a game would have additional, purchasable content seemed more like an exception than a rule. Fast forward to today, and it’s uncommon for a major release not to come with several DLC offerings.
While I generally find that DLC can be avoided without issue—and some larger expansions are genuinely worth the extra cost—there have been several marketing decisions surrounding DLC that have left much to be desired. For many players, these decisions, which often involve gating features behind a paywall or charging for minimal content, have raised serious questions about the industry’s motivations.
What follows is a curated list that highlights notably disappointing DLCs, focusing on their shortcomings while disregarding the quality of the parent games.
10 Horse Armor
The Elder Scrolls IV: Oblivion

Let’s begin with the infamous Horse Armor DLC. Priced at $2.50, this add-on provided two sets of armor for your horse in The Elder Scrolls IV: Oblivion. Although it slightly boosted your horse’s health, it failed to enhance its defensive capabilities, capping at 750 health points. The DLC’s notoriety primarily stems from players perceiving it as a blatant cash grab more than an actual enhancement, setting a precedent for microtransactions.
Interestingly, if you purchased the retail version with the Knights of the Nine expansion for PC, you received this armor for free. However, Xbox 360 players saw no such relief, having to purchase it separately. Today, “horse armor”epitomizes the frustration of unnecessary DLC and a culture of commodification in gaming.
9 Red Orbs
Devil May Cry 5

In Devil May Cry 5, Red Orbs serve as the primary currency for acquiring upgrades and items. Players could easily gather these through gameplay. Yet, Capcom introduced a shortcut—purchase bundles of Red Orbs ranging from $1.99 for 100, 000 to a staggering $19.99 for 1, 000, 000 orbs. For perspective, 100, 000 orbs only buy two endgame abilities, making this an unwise investment and detracting from the game’s experience.
8 Easy Fatalities
Mortal Kombat X

In the Mortal Kombat franchise, executing a Fatality has always been a point of pride among players. Yet, Mortal Kombat X introduced Easy Fatality tokens available for purchase—$4.99 for thirty tokens. This paid shortcut undermined the hard-earned skill and accomplishment associated with performing these finishing moves, leaving many fans perplexed about its existence.
7 Frame Data Display
Tekken 7

In fighting games, access to frame data is essential for competitive play. Unfortunately for players of Tekken 7, this fundamental feature was locked behind a $2.99 DLC paywall, which became available two years after the game’s launch. Unlike other modern fighting games that included this feature as a standard, it came across as a missed opportunity to support players seeking to improve their gameplay.
6 Invincible Pack
Saints Row: The Third

Cheat codes in older games often provided players with additional layers of fun without costing anything. However, Saints Row: The Third took this principle and turned it on its head by selling cheat codes, including classics like invulnerability and infinite ammo, which could already be unlocked in the base game. This glaring inconsistency in value left players feeling exploited.
5 Gald Packs
Tales Of Arise

An example of poor game design can be found in Tales of Arise, where players often struggle with currency shortages. Instead of addressing the issue through gameplay adjustments, the developers offered Gald Packs for purchase—$1.99 for 100, 000 Gald. This approach detracted from the fundamental RPG experience of resource management, leading players to question why they should spend real money instead of enjoying a balanced game.
4 Mann Co. Supply Crates
Team Fortress 2

Once a straightforward purchase, Team Fortress 2 transformed into a free-to-play model following the 2010 Mann-Conomy update. This change introduced Mann Co. Supply Crates, requiring players to buy keys for $2.50 each to access their contents. This shift not only complicated the item acquisition process but also sparked frustrations about the survival of a previously simpler gaming experience in favor of monetization.
3 Wasteland Workshop
Fallout 4

The Wasteland Workshop for Fallout 4 offered players additional features but felt like a roll of dice for something less than substantial. This DLC focused on constructing items for settlements, despite the actual gameplay offering little incentive for players to invest time in that aspect. The lack of engaging content combined with a price tag made it feel more like a challenge than a worthy addition.
2 Mirrors Of Mystery
Tiny Tina’s Wonderlands

Focusing on loot and action, Tiny Tina’s Wonderlands released the four Mirrors of Mystery add-ons, with each priced at $9.99. However, these ‘mini-quests’ offered minimal engagement and could be completed in as little as ten minutes each. The scant content left many players feeling that they had paid significantly for too little, squandering the game’s promise of adventure and exploration.
1 Master Vacation Bundle
Like A Dragon: Infinite Wealth

Typically, a New Game Plus mode serves as an enticing feature for players who finish a game, allowing them to relive their adventure with upgraded abilities. However, in Like A Dragon: Infinite Wealth, the feature is locked behind the $19.99 Master Vacation Bundle. This move not only restricts access to what should be an essential element of the gameplay experience but also adds a layer of frustration for those seeking to unlock all achievements.
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