Posted June 06, 2018
Caesar.: I agree their DLC policy is insane (all Crusader Kings 2 costs around 300 € now, and they're not done yet). But I like to browse developers' forums (and fan sites) from time to time... and I've seen that the community there overwhelmingly supports more and more DLCs. So they do have their audience.
Telika: It sound very strange to me - same thing for the train, truck, sometimes plane sim crowd, but the only way I can explain it is by considering that this public is not 'general gamers' (people who play videogames), but really one game players. Like flight sim fanatics, who spend all their money with new airports or plane DLCs, and thruttl/pedal hardware, they see little interest in RPGs, shooters, adventure games, etc. One computer, one game. So in that perspective, seeing a new DLC is, to them, what seeing a new videogame is to us. Whereas the flow of DLCs is insane to us who see their game as just one game amongst a million others. And like, on a third side, the flow of videogames (our backlog) is itself insane to those who see computer gaming as just one pastime amongst others ("bought another videogame? i thought you already had a computer game? what about this new bike model and tabletop game and fishing rod and jigsaw puzzle and garden rack and electric drill ?").
Different worlds (with an overlapping continuum between them), but we probably approach the DLC policy from the irrelevant perspective of multiple-games-players.
I see their business model similar to a subscription-based game, like World of Warcraft. The annual fee is the cost of all the DLCs, and in exchange they get an evolving experience. Works for some.
Post edited June 06, 2018 by Caesar.