I already disliked the concept of DLC; in theory, it could be used to help incline the gaming industry by squeezing extra profit from hits at a low production cost, giving developers leeway to pursue more interesting projects. That could take the form of niche games being produced in between AAA games or more unconventional content within the DLC itself (after all, they've already got a large customer base from the main product, of which - as we've seen with real DLC - a large portion is likely to buy the DLC regardless of its quality). Likewise, in theory DLC could give you just as much content for your money as the original game, while generating greater profit since it capitalizes upon existing resources.
In practice, it was obvious from the moment the concept was introduced that it would be used by cynical/savvy businessmen types to nickel-and-dime customers with ridiculously-overpriced shit like Oblivion's horse armor (paying 1/25th of the cost of the game for two extra art assets? FFS) and that it would encourage withholding parts of the finished product to squeeze more money out of customers without investing
any extra resources into it. Day-one DLC, which makes the latter practice so transparent that I would have thought even the brainless masses might hesitate before eating it up, is bad enough. But playing a game and having an NPC break the fourth wall to ask me to pay for shit so that I can do some boring-ass quest for him makes me
like nothing else the gaming industry has done in years.