I’m not saying that DLC is inherently bad; far from it. The practice of selling post-release content—the rain of DLC, season passes, and microtransactions—can be crucial to the ongoing funding of big game studios.
This comment is my biggest issue with the DLC era. When did the game studios become so large that they need to rely on tricking customers out of money for there survival? I hate bringing him up, but I have to agree at time with Jim Sterling and his skepticism of the gamin industry elites, it feels like no longer it is about making a great game, but all about how do we **** over the consumer out of more money.
He knows along with so many others, it's just getting to be AAA getting too big for their own good. When they sell x million copies or so, and still it comes up as a flop because of the expense. Will they see it as a possible "Hey we likely struck gold here!" kind of thing, or will they see it more of it's not a worthwhile franchise to keep developing?
I don't by any means want a giant CoD free for all each year, but people complaining about that should look at who's making it. 3 different developers in a rotation (was previously 2), making for a fair amount of time focused on their project. Also it's pretty much tried and true for the fans, but even then they know when a game is bad. Shall we point out CoD: Ghosts for one that had some attention, then was more or less abandoned? Even Black Ops 3 is kinda hit and miss, but of course this is mostly from PC numbers.
Just many are getting into a giant mess of, stumbling over each other chasing a market share. Of what? Nobody really knows except those in the know, and you can look at MMOs that cropped up. Chasing a dream of something, only to mostly all fall flat anymore. Same with various other game types, eventually it's stuffed to the brim with options. Some do it very well and hold onto their game, while others try to make it into a franchise thing and it eventually shrivels up and dies for the most part.
There's going to be long looks by big developers and publishers, at what cracked a lot of top charts to figure out which way to go. From various sites who did their whole "Top x of the year" to various channels, along with looking at the market itself. Trying to see what was the "big thing" and chase that, only likely to see it fall flat and feel like it was a waste of funds. Depending on where they take the IP, I'm seriously starting to burn out on seeing the same IPs each year.
I can't say much about those that are usually console bound, in one way or another because that's likely a choice of some sort already. Mostly meaning specific IPs because, I know companies are looking for an edge. Any way to sway customers into getting something, of course this is just way off topic at this point. =)
Overall just hope we see less of the $60 multiplayer-only focused games, unless there's enough content to keep people coming back in a way. Not have people go "You're biased!" because I feel that Nintendo, probably did it best with Splatoon due to their drip feed of free content. Mostly all was on disc I imagine, but it was a means to keep people coming back for more. While not locking things behind much of a paywall, I will admit Amiibo is getting pretty much to that point though.
Possibly see some idea of how Splatoon was handled, in terms of what they did with content to keep people interested? Who knows.. I know some F2P games have a fairly dedicated community, to the point they won't leave as the developers are pushing new content when they can. While listening to issues, and overall not letting things get too out of hand.