Season Passes. Pound for Pound, they are the closest we get to the Expansion Packs of Yesteryear. And given the amount of content you might get per game, even a better value than what Expansion Packs were.
inu-kun said:
I thought about having a thread for this but might as well put it here: The existence of all those can be attributed to the price of games remaining the same despite inflation: http://www.ign.com/articles/2013/10/15/the-real-cost-of-gaming-inflation-time-and-purchasing-power.
So for example, let's compare with 2010 prices of 60$ (since not a lot have changed in the gaming sphere). Rather than paying 68$ for a game (if adjusted for inflation) USA consumers pay 60$ and likely give around those 8$ on average through DLC and microtransactions.
The problem with this is.... what is actually being tallied?
Take the case of those Companies who are working on DLC while working on the final product [https://nowloading.co/p/why-game-developers-release-dlc-right-after-launch/4199962].
This is a case of bad business in theory. The idea of concurrent work on DLC while finishing the main game is somewhat disgusting. Especially given that these people are being paid by the main budget of the Game Development. They aren't contracted for free and work months at a time to produce DLC with hopes that they'll paid for their time once the day one DLC is shipped. Their salary and work comes from whatever funds they raised to make the game.
What does this matter? Ok. Say you had 30 people working on the DLC while making the main game. If you DIDN'T... That's 30 people less you have to pay, less coordination between management, IT solutions, product testing, bug searches... In short, less billable hours all around. That concurrent DLC suddenly costs a lot.
Thus, games like this (and really all games because everything has a DLC or season pass now) are somewhat creating their own problems.
Advertisements? Why do you need millions upon millions to do advisement campaigns any more? We live in the age of Twitch. Of the Youtube star. Five Nights of Freddies' should have never taken off the way it did. The first two had a compelling story once you got deep into it, but a few youtube superstars screaming their heads off and one man took a glorified Flash Game and amassed a worth of $27,000,000 [https://www.quora.com/How-much-money-does-Five-Nights-at-Freddys-make], and this is starting at the shallow end. Do we even need to talk about minecraft?
More over, it feels like people are taking outdated business plans and faulty practices and putting the cost on the customers. Oh, I know engines and ip franchises, and what not are a big deal. Those things cost money. But if mishandled, they cost even more.