BloatedGuppy said:
Well, yes, some expansions were excellent value. There were some stinkers as well. The concept of "poor value for the dollar" wasn't invented in 2010 or anything, we've had lousy/short games since the medium was invented, and we've had shady companies shilling us crappy goods for decades. There's no writ that says DLC has too be lousy value. It's just parceled out differently.
I have no problem with either method. The METHOD is not the problem...it's just extra content delivered either in chunks or one big packet. Individual offers being poorly made or overpriced is the problem.
I think a lot of gamers suffer from some serious rose colored glasses. It's the "Classic Music was way better than Modern Music" phenomenon, where we only remember the greatest hits because the crap has faded from public memory.
I'm not saying "poor value for the dollar" is a new phenomenon. What I'm saying is that back in the day of expansions, the stinkers were the exception rather than the rule. Publishers paid a lot of money to get those expansions developed and produced, then manufactured, then shipped, the stocked on store shelves. It was often on-par with sequels, so it was in their best interest for them to be worth the money.
You also have to factor in shelf-life. Expansion packs weren't going to stay on store shelves forever, they
needed to sell to make a profit. DLC is typically always out there, indefinitely, with a price tag that rarely changes even if the actual game's price drops. Even if the sales of the DLC aren't initially strong, they'll still trickle in money over years. Expansion Packs didn't get that luxury. If they didn't get good press and sell well upon release, that was pretty much it for them - making them a sizable financial loss for the publishers. More incentive to make them worth the gamer's time and money.
These days with DLC the stinkers are usually the rule while the ones actually worth their value are the exceptions. Because DLC is cheaper to develop/produce/distribute and faster/easier for gamers to acquire, there isn't as much incentive anymore to keep the quality up. If a particular DLC pack is a stinker and word spreads, it doesn't matter, because so many people already bought it with a few clicks of their mouse that it likely already earned back the development cost. Beyond that, you can't even return it anymore if it is bad. If I'd been unsatisfied with the copy of
Red Alert 2: Yuri's Revenge that I bought, I could have gotten my money back.
You compare it to classic vs. modern music. I wouldn't. Expansion packs were much more expensive to produce and ship. The majority of the games that got expansion packs were AAA games that had already been well-received by gamers, justifying the cost to publishers. Games that were objectively utter shit didn't tend to get expansions. These days
most new games have some form of DLC or micro-transactions, because they're a hell of a lot more cost effective. A publisher/developer can put out a cheaply-developed 2-hour DLC for $10, people
will buy it, and all it has to do is break even with the development cost in order to be worthwhile since manufacturing/shipping/shelf space are no longer factors. And because of the instant nature of digital downloads, news of DLC not being worth the money tends not to reach the day-1 purchase fans as effectively as it would have back when they needed to find the time to actually go to a store.
EDIT: Not to mention that now you have DLC replacing things that used to be free. Back when I used to play
Counter-Strike I had a
ton of maps for that game, and I was always getting new ones. These days with
Call of Duty titles you're stuck with a small handful of maps, unless you feel like shelling out $15 for another very small handful of maps. Thanks to DLC, stuff that used to be added to games by passionate modding teams is now monetized by publishers, and I wouldn't be surprised to see that as a growing trend within the industry now that modding in general is frequently made into a punishable offense.