A little disappointed by this Extra Punctuation because it seems to tease an interesting discussion/monologue about the merits of game expansions, what role they can/should/do play in gaming, what differentiates a good expansion from a bad one, and their place in the broader discussion of DLC as whole, but instead Yahtzee just waffles around about how expansions were a little bit different back in the day and a gave few examples of expansions he had played which he didn't even seem to have particularly strong feelings about one way or the other. In the end he didn't really say anything. It feels like the majority of the article is missing and all we are left with was the first draft of the introduction.
A few topics briefly mentioned I would like to see explored further besides those mentioned above, by Yahtzee in other articles or perhaps just discussed among the commenters here: The role of community created content such as mods or expansions made with creation kits like those commonly released with the Elder Scrolls series or even coded from the ground up; games that allow community created content to be made and shared in game such as Minecraft or Portal 2's perpetual testing mode with it's community created puzzles; standalone expansions vs. expansions that are tied more directly to the original plot/canon; developing games with expansions and DLC in mind and the many factors that guide what to content to create and include at launch and what to save for later; free content updates common to early access games even after their official "no longer early access" release and the potential for games in perpetual development with new content added fairly regularly as opposed to creating sequels; and plenty others that I am not including because this post is already much longer than I anticipated
A few topics briefly mentioned I would like to see explored further besides those mentioned above, by Yahtzee in other articles or perhaps just discussed among the commenters here: The role of community created content such as mods or expansions made with creation kits like those commonly released with the Elder Scrolls series or even coded from the ground up; games that allow community created content to be made and shared in game such as Minecraft or Portal 2's perpetual testing mode with it's community created puzzles; standalone expansions vs. expansions that are tied more directly to the original plot/canon; developing games with expansions and DLC in mind and the many factors that guide what to content to create and include at launch and what to save for later; free content updates common to early access games even after their official "no longer early access" release and the potential for games in perpetual development with new content added fairly regularly as opposed to creating sequels; and plenty others that I am not including because this post is already much longer than I anticipated