Call me old-fashioned, but I preferred the days when a game was finished and over in one piece and that was it. Sequels notwithstanding, of course.
Relying on people's internet connections is an ugly example of fairly proximity based design. American and Japanese game designers are both guilty of assuming that everyone has speedy internet connections. Especially when a patch or DLC is forcibly required to play your game if your console or PC is connected to the internet.
I live in Australia. That kind of design policy is not good for nations not designed from the bottom up with cable internet connections. And it's not just us - America and Japan are among the speedier nations for internet, and that they design in this way purely for themselves and the few places that are even faster is frankly self-destructive.
The world isn't ready for DLC to become as big as it is, and the way it's being pushed forwards all the time in the industry just smacks of foolish 50's science fiction thinking. Moore's Law may apply to all kinds of technologies and networking in America, but not everyone is so lucky and if the industry wants to profit on a truly international scale, not just supranational (i.e. one is only many nations, not close to all of them), it needs to be aware that there are countries where the internet is still in its dial up stages. Not even joking (they use cell phones introduced by pioneering IT companies to get some internet functions going, but lack the real hard infrastructure). These places buy games much the same, because in the end other than the internet, game consoles only really require electricity. Gaming is very likely covering ground not covered by the internet.
How does this all fit in with On-Disc DLC? Simple really, if it can be unlocked using a code, then it's good and in fact better in all of these countries lacking real internet power. If it cannot, it's just as bad as all the rest of the services that very arbitrarily require an internet connection due to lazy design and to fill in for bad planning practices. The end result: less profit for these companies (against what they may believe) and less convenience for all gamers, especially those who already live in inconvenient places.