Precursors to DLC The earliest form of downloadable content were offerings of full games, such as on the Atari 2600's
GameLine service, which allowed users to download games using a telephone line. A similar service,
Sega Channel, allowed for the downloading of games to the
Sega Genesis over a
cable line. While the GameLine and Sega Channel services allowed for the distribution of entire titles, they did not provide downloadable content for existing titles.
Expansion packs were sold at retail for some PC games, which featured content such as additional levels, characters, or maps for a base game. They often required an installation of the original game in order to function, but some games (such as
Half-Life) had "standalone" expansions, which were essentially
spin-off games that reused engine code and assets from the original game.
On consoles The
Dreamcast was the first console to feature online support as a standard; DLC was available, though limited in size due to the narrowband connection and the 200 block limit of the
Visual Memory Unit memory card. These online features were still considered a breakthrough in video games. With the release of the
Xbox, Microsoft was the second company to implement downloadable content. Many Xbox titles, including
Splinter Cell,
Halo 2, and
Ninja Gaiden, offered varying amounts of extra content, available for download through the
Xbox Live service. Most of this content was available free. With the advent of the
GameCube, Nintendo was the third company to implement downloadable content. Many GameCube titles offered varying amounts of extra content from
Game Boy Advance titles with the
GameCube – Game Boy Advance link cable. All of this content was available free. The
Xbox 360 (2005) included more robust support for
digital distribution, including DLC downloads and purchases, via its
Xbox Live Marketplace service. Microsoft believed that publishers would benefit by offering small pieces of content at a small cost ($1 to $5), rather than full expansion packs (~$20), as this would allow players to pick and chose what content they desired, providing revenue to the publishers. Microsoft also utilized a digital currency known as "
Microsoft Points" for transactions, which could also be purchased through physical
gift cards to avoid the banking fees associated with the small price points. The
PlayStation 3 (2006) adopted the same approach with their downloadable hub, the
PlayStation Store. Sony planned on having the bulk of its content be purchased separately via many separate online
microtransactions for
PlayStation Network titles, including
Gran Turismo HD Concept and
Gran Turismo 5 Prologue. The
Wii (2006) featured a sparser amount of downloadable content on their
Wii Shop Channel, the bulk of which is accounted for by digital distribution of
emulated Nintendo titles from
previous generations.
Music video games, such as titles from the
Guitar Hero and
Rock Band franchises, took significant advantage of downloadable content as a means of offering new songs to be played in-game. Harmonix claimed that
Guitar Hero II would feature "more online content than anyone has ever seen in a game to this date."
Rock Band features the largest number of downloadable items of any console video game, with a steady number of new songs that were added weekly between 2007 and 2013. Acquiring all the downloadable content for
Rock Band would, as of July 12, 2012, cost $5,880.10.
On personal computers As the popularity and speed of internet connections rose, so did the popularity of using the internet for digital distribution of media. User-created
game mods and
maps were distributed exclusively online, as they were mainly created by people without the infrastructure capable of distributing the content through physical media. In 1997,
Cavedog offered a new unit every month as free downloadable content for their
real-time strategy computer game Total Annihilation. Later PC digital distribution platforms, such as
Games for Windows Marketplace and Steam, would add support for DLC in a similar manner to consoles.
On handhelds Nokia phones of the late 1990s and early 2000s shipped with side-scrolling shooter Space Impact, available on various models. With the introduction of
WAP in 2000, additional downloadable content for the game, with extra levels, became available. The
Nintendo Wi-Fi Connection service on the
Nintendo DS could be used to obtain a form of DLC for certain games, such as
Picross DS—where players could download puzzle "packs" of classic puzzles from previous
Picross series games (such as ''
Mario's Picross''). as well as downloadable
user generated content. Due to the Nintendo DS's use of cartridges and lack of dedicated storage, most "DLC" for DS games was limited in scope, or in some cases (such as
Professor Layton and the Curious Village and
Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2), was already part of the game's data on the cartridge, and merely unlocked. Its successor, the
Nintendo 3DS, natively supported the purchase of DLC for supported titles via
Nintendo eShop. Starting with
iPhone OS 3, downloadable content became available for the platform via applications bought from the
App Store. While this ability was initially only available to developers for paid applications, Apple eventually allowed for developers to offer this in free applications as well in October 2009. ==On-disc DLC==