I'm curious to see if this pans out, but I have a feeling that ME3 might change the way that a lot of game companies do DLC. You see, for the most part, DLC content in games has been pretty much "Pay a lot for a huge content dump." For example, in COD you pay roughly 15 bucks which nets you 4 new maps. Mass Effect 3 has taken a somewhat different route however. In Mass Effect, you can download the content for free. But you have to randomly unlock the items through play. And if you want, you can use money, instead of credits. But instead of it being a relatively large sum of money, say 15 bucks, it's only 1-2 dollars. What they've effectively done is created "impulse" buying for DLC content. Because while someone might take the time to think "Oh, man do I really want to spend 15 dollars on this" people are much more likely to impulse purchase something costing roughly a dollar, because afterall, it's JUST a dollar.
So imagine this translating into other games. Take Call of Duty. You do a system like Black Ops where a player can purchase upgrades, but make it possible for a player to purchase COD points with real money, while making the map packs free. EA also did something similar with the Battlefield series where it was possible to purchase the unlocks for a class for a nominal fee.
I think that's the way to go with DLC. Put the content itself out for free, but create an opportunity for players to access the content quicker with a nominal fee. Combine impulse buying with convenience to generate funds, rather than relying on consumers to purchase the content outright.
So imagine this translating into other games. Take Call of Duty. You do a system like Black Ops where a player can purchase upgrades, but make it possible for a player to purchase COD points with real money, while making the map packs free. EA also did something similar with the Battlefield series where it was possible to purchase the unlocks for a class for a nominal fee.
I think that's the way to go with DLC. Put the content itself out for free, but create an opportunity for players to access the content quicker with a nominal fee. Combine impulse buying with convenience to generate funds, rather than relying on consumers to purchase the content outright.