@HipHopBeats:
I think developers really need to start explaining the development process nowadays to people, because many complaints I see come from a lack of understanding in how it works, especially in regards to DLC.
For one, games have deadlines they need to meet. Yes, some games get delayed, but its really a last resort thing for most publishers, as it costs them more money, as they have to continue to pay the high rate of production costs while not getting anything for it. That hurts. Some developers do have the luxury of taking their time and working without strict deadlines, but this is not common.
So, what usually happens is that the release version of the game gets finalized in the months leading up to release in terms of content. Once the content is finalized, the rest of the time is generally spent working on bug fixes and optimization to ensure the best playability on Day 1. I know I know, sometimes there's still a lot of problems on Day 1, but this is usually a result of the rush of development to hit the deadline. But what developers *also* do is outline a plan for DLC ahead of time. This is not content that is just sitting there ready-to-go, cut from the final game to sell you later, but usually ideas, sometimes alpha work that wasn't going to get finished on time, and just a general plan for future development support to keep content coming after release, maintaining interest and sales for longevity. Usually the planned work on DLC will get started before release, as they don't want to wait too long before they are able to put out something, as timeliness of DLC drops are important.
Could all this DLC content be put into the final release? Not without large delays. Delays which usually cant be afforded. And even if they did put this content in there, they would still want to do *more* DLC afterwards, as again, keeping longevity in sales is important. These guys don't make money, they don't make games. So the same problems occur, with the DLC still needing to be given a head-start.
And my personal opinion is that having post-release content is actually pretty awesome. Not all DLC is great, but there's been some pretty incredible stuff put out that I'd be sad to not have. It often gives developers a chance to have learned from the development of the main game to create better quality content.
Finally, the Season Pass thing. Personally, I like that its an option. Its definitely a way for publishers to extract more money up front while the game is still hot(same reason they push preorders and have biggest marketing push in the month before and after release), but it is actually something that's nice for hardcore fans of a game. I don't tend to buy them unless its a series I know and love, with a developer I trust to put out good post-release content, and would never think of getting the Season Pass for a new, unproven IP by a developer who hasn't really had amazing post-release content in the past(like with Watch Dogs). But if somebody is properly hyped about Watch Dogs and thinks this will be the game for them and is already planning on buying all DLC in the future, then this is nice to have as an option, so they can just save some money in the process.
In the end, Season Passes don't hurt anything. It gives people an option and they don't have to buy it if they don't feel its worth it, or they are cautious. In fact, if there's one thing that I feel it *has* changed in terms of development, is that basically ensures a legally-binding *promise* for post-release support in most cases.
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