Does The Legend of Zelda Need DLC?
Nintendo's DLC Strategy for Breath of the Wild Doesn't Quite Add Up

In the earliest stage of my career in covering games, I worked as a blogger for a site that focused on Nintendo news, and from the years spent on that particular beat, I considered it all but set in stone that Nintendo, in their classic reluctance to chase a trend or trust third parties, would never release DLC. While I was wrong about that, all the same, Nintendo has been selective, almost restrained, in adopting a post-release content model for some of its biggest properties. What I might have come to accept in gradual increments has now come all at once and the result is almost jarring. I think, over time, I came to see Nintendo’s hesitancy to participate in DLC as noble, or at very least, principled and consumer-minded. This has as much to do with the mythos of Nintendo as it does the negative rhetoric surrounding DLC in general. The reality is, while Nintendo may have dragged their feet for any number of reasons when it comes to adopting the game release trends of their publishing peers, in the end, like any company, they’re here to make money too.
The Legend of Zelda: Breath of the Wild’s two-part Expansion Pass is the first DLC the games have ever seen. So how does DLC fit in a series that hasn’t adapted over the years to accommodate it? While Nintendo has been in the position of playing catch-up, they’ve also had a chance to observe what works on their consumer base without the risky, expensive trial and error process. The recent debut of The Champions’ Ballad provides an opportunity to examine the role of DLC and how Nintendo has approached it in response.
Despite some tone deafness over the past several years, Nintendo seems to be learning how to read a room. As a consumer base, the gaming community has spent the last decade vocally refining their preferences, or rather, what they will or won’t tolerate when it comes to post-release content. A strong distaste for the pay-to-win model, which established a class advantage in multiplayer games, has led to the greater trend of aesthetics-based digital offerings, with many games offering mostly or purely appearance-enhancing items instead of weapons or other upgrades that might disrupt the balance of the game. Other forms of post-release content focus on additional missions or story arcs that sit outside the base game narrative so as not to disrupt the lore, while still others focus on additional play modes that offer new challenges to reignite new interest in the game. The goal is to make the additional material enticing, but not so integral to the game that “vanilla” players are left out.
In keeping with that, the DLC for Breath of the Wild, released in two parts entitled The Master Trials and The Champions’ Ballad, has focused largely on non-essential content. To Nintendo’s credit, they didn’t throw a bunch of reskinned assets up on a store page and call it a day. Many of the new items, be they a horse bridle, a fast travel medallion, or an outfit, take some effort to track down, requiring the player first figure out a riddle, then find a chest at the hinted location. It’s a lot more interesting than simply purchasing and using new clothing immediately, and it gives the player a chance to enjoy the landscape (and hunt down more Korok seeds) again. The Hero’s Path, meanwhile, manages to extend the player’s desire to explore Hyrule by dozens of hours simply by revealing how much ground they’ve already covered. Even the challenging new difficulty modes, like Trial of the Sword, are locked behind achievement barriers—for example, the number of heart containers the player has collected. This puts the DLC in a better position to provide an end game palate cleanser for those burnt out on the game.