Many hot-button topics exist within the gaming community. One of the more volatile issues, however, rivaled only by Gamergate and microtransactions (future topic, perhaps) is downloadable content. Buying games is an already expensive hobby with your average AAA title asking your wallet for around sixty U.S. dollars. Naturally, consumers are becoming hugely pensive toward the alarming rate of incoming DLC promised with each new title. The question is: what makes DLC bad, and can it ever be done well?