timppu: I don't necessarily mind developers making new content and charging for it (even if I still prefer a model where they'd make a full sequel, instead of new DLC or a small expansion pack), but I'd like them to make it much easier to discern and decide which DLCs I want to buy and which not.
How the heck can I know without trying if a "mere" vehicle or weapon DLC is relevant to the gameplay or not? Maybe it enhances the gameplay a lot, or maybe I couldn't care less. I've seen some people before suggesting that such "item DLCs" can be easily left out, but I am unsure if I agree. Maybe I should check what vehicles and weapons would be missing in e.g. base Far Cry 2, if you don't have the Fortune's Edition. GOG version fortunately had everything in one pack, no need to try to decide upon purchase which items you want into your game.
Or those various Darksiders 2 DLCs that I tried to understand what the heck they actually contain. I tried to read some third-party guides for purchasing DS2 DLCs (the fact that there are such guides implies I am not the only one who was confused by them), but even they were pretty vague. It really seemed that the only way to tell which DLCs are meaningful to have, is to play them yourself. Can't do that before I've bought the DLCs, can I?
Not to mention that certain Saints Row 3 game-altering DLC (I think it changed some special move of certain character, or something), some suggested that it actually makes the game worse, so you are better off without it? Huh? Better write an excel spreadsheet about the various DLCs.
So, if I know which is the "complete" set that is meaningful to me (e.g. dropping away fully cosmetic changes, or multiplayer-specific DLCs), then I could tell better whether I find the price for the complete set agreeable.
In practice, it is just easier to wait until they release a complete GOTY version of it, containing everything.
Micro-transactions are even worse, as there I can't really tell beforehand how much the whole game will end up costing me. I liked the idea someone suggested in those various "anti mobile Dungeon Keeper" articles that such games should estimate beforehand how much the game will end up costing to completely finish it, without having to wait hours. So, will it normally cost $10, or $1000, worth of gems, to finish e.g. Dungeon Keeper mobile?
It is understandable the publishers want to muddle it so that the customers don't know anymore how much they end up paying, but for now I try to oppose that trend. I want to know what I am paying for and signing for.
I remember when Darksiders II first came out and all the hoops we had to jump through to get all that downloadable content. If I remember correctly the only reason I got a Facebook account was to get Darksiders II downloadable content. Bioware is even worse with their promotional ones- but at least some of that later got released for free. . .