crazy_dave: http://news.cnet.com/8301-13506_3-20046148-17.html?tag=cnetRiver But nickel and dime-ing customers with DLC and micro-payments that adds up to far more than $60 is apparently okay.
orcishgamer: That's exactly what he's saying. He thinks his games may be worth 60 bucks, he doesn't want the content gated at the beginning. This actually makes sense, he's arguing for being able to have massive demos, a lot of content you can access before you decide to spend money on the game. He's not saying some games aren't worth well more than 60 bucks even, in total, what he is saying is it's bad form to suck people in for 60 bucks on a questionable product (hello DA2?).
Yes, you can do this form of selling way wrong too. The iOS Smurfs game sounds like just such an idea gone wrong. But what about DDO, Wizards 101, or even Free Realms (haven't checked into this one lately)? What if you only paid 20 bucks to get New Vegas and didn't have to pay any more until you reached The Strip? I bet the game would be damned engaging at least up until then, wouldn't you?
What if you played Assassin's Creed: Brotherhood for 5 bucks, but had their stupid, always on DRM. Then they come to you and say, you liked our game, we'll just strip all this DRM crap off for you for the balance and add some fun multiplayer to boot?
Some of these are off the wall and may not work, but I don't know if you all have noticed, the industry is slowly fossilizing, we need some radical ideas floated around to keep good stuff coming out.
And if the shooter was free and I only had to buy gear for the class I wanted to play (say, 15 bucks worth of gear) then yeah, buying that gun from MS is a deal! If I decide I want to try another class, maybe I can earn that from playing (hard) or buy it for another 15 (easy).
I dunno as I said ... the idea of DLC is not particularly anathema to me. It's acting as though they have the best interest of the customer at heart with how they currently do DLC and micro-transactions - they don't. Why? Because with the DLC model and especially the micro-transaction model, they aren't geared towards the person who will take their time, spend only what they want on what they really need. They are instead relying on people spending consistently until you've paid not $60 not $70 but $100 worth or far more on small items built up over time. Take the MS example and your combined example - why would they ever stop offering better and better gear for that class? Sure if there was one set of gear, but that's not typically how this works, they constantly introduce new stuff over time for your class that's just a tiny bit better. Take the extreme like Farmville, 90% of the profit from that game comes from 1% of the people playing it who are spending ridiculous sums of money. It's essentially equivalent to them taking advantage of an addiction at that point and like gambling institutions doing it, that's not morally right and hardly consumer-friendly.
Now most DLC is not nearly that heinous. Offering day-of-release DLC is a little tacky in my book, but not as bad as what I mentioned above. As I said in my OP, DLC that is worth it are things that do actually add to the content in a reasonable way: mini-expansion packs, mods, and the like I find perfectly acceptable to charge for - especially if they are things the devs actually took extra time to develop beyond the base game. If your demo is system is to be free to play up to a point, then you ask people in-game if they want the full version - that's also perfectly reasonable, in fact I'm with you in applauding such a way of offering games. Even the episodic release of Telltale games' Monkey Island story is (in theory, I've not played them, but in theory), a reasonable approach. However, with a lot of DLC, they're keeping the $60 price point and making you pay for extra DLC, sometimes day-of-release DLC with the $60 price point. That's also hardly consumer-friendly. It's just a way to lesson the initial impact but still charging you more than the base price of most games for material that clearly should've been included in the base game.
At $60, I'd like the full game and probably the option to generate my own content via a really nice world editor. I've paid $60 a grand total of once when buying a new game and I actually don't think I got ripped off (I was involved in the public beta, so I knew what I was in for). But I agree that for a lot of games, $60 is not worth the price point even for a full-no-trivial-DLC-release game and not offering a demo makes that worse. Now the pay once model isn't the only reasonable price model, but given what they've put out so far in the DLC and especially the micro-transaction price model, this trend is clearly not a consumer -friendly trend. I believe you're right: it could be. But it isn't, it really, really isn't.
EDIT: edited for clarity, not content and given that, still poor writing and if brevity is the soul of wit, I'm in extremely bad shape :)