this post was submitted on 07 Jul 2023
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I've observed what I believe to be a fundamental shift over the design approach to games. Now this may just be my different views of the world as I grew up, but maybe there's at least a kernel of truth.
DLC was originally a good thing because it added additional content to your favorite games, giving you more of what you love. Prior to DLC, we had something called Expansions which kind of served the same purpose (in a mostly offline capacity). Then, someone got the bright idea of changing things from a content-focused approach to a monetize-focused approach. Suddenly you started seeing content stripped from the game to be sold back to you at additional cost. This is where I see the industry start shifting to avoid risk and homogonizing their titles while stripping as much as is viable to monetize. Now you have microtransactions (MTX) instead of cheat codes, DLC restoring cut content instead of providing new content, special editions to give you back your physical goods, early access instead of demos, preorder bonuses to get you to buy before you try.
Now don't get me wrong, there was always a desire driven by making money present in the industry. Most arcades were designed around brutal difficulty and unavoidable game overs to drain more quarters from you. Console games saw this take shape in the form of short-devepment licensed titles (or shovelware as it's coloquially known). The brutal difficulty of early console games was more of a leftover from that arcade game design philosophy, but didn't serve the same purpose here. However, there was a gradual shift from making money from making games to making games to make money as the industry grew.
I feel like the soul of video games development has been lost from all but the small indie developers who still do things for the love of it. The largest "triple A" publishers don't give a damn about video games, video games development, gamers, or their own product so far as it provides a return on investment. People like Kotick would eagerly and uncaringly destroy the entire video game industry if it meant a way to profit. There's no soul there.
As for post-launch updates, it's a complicated answer. Prior to updates, what you got was what you got, unless the publisher/developer designed to release an updated version. Since this was costly to do, it rarely happened, but it did happen on occasion; usually with games that had severe game-breaking bugs. Being able to patch a game after it released was, like DLC, both a good thing and a bad thing. Good in that it addressed bugs and made for a better overall product. Bad in that it allowed downgrading of a product, such as when a music licensed expired (See GTA). Additionally, I think that publishers/developers have become far too reliant on this function to push out bad products with the intent to fix it after launch. This is, in my opinion, fraud as they are selling consumers a known-defective product with the promise that they may fix it later. But, that's not for me to decide legally speaking.
So to address the original intent of the question, I tend to stick with what I know and avoid big name publisher titles unless they aren't riddled with soulless monetization. I also tend to wait for reviews rather than preorder so that I know I'm not buying defective trash. That's how I cope.