Therumancer said:
Which of course doesn't mean that they were right to do things that way, and your talking about things developed in the 2000s when the problems were starting to appear. A company should not be developing expansion material before the core product is released.
What's more, this isn't a situation where the DLC is being released as part of a seperate, expansion pack, when it was planned. This is content that was developed with the game, and put on the disc. Had "Burning Crusade" been on the original WoW discs we would have seen this entire issue much sooner.
... it was.
Mount Hyjal for Burning Crusade and Cataclysm was on the orginal data files off the disk. Silver moon city, the Ghostlands, gilnaes, karazhan... a lot of content which was only unlocked later in the games history can be found in the orginal data files.
Data Mining the WoW files have become a common practice and is often used to theorize what is held in the future of the World of Warcraft.
There are Data files hidden in wow refrencing the emerald dream, leading many to think that we may see an expansion dedicated to that. there are data files and map refrences of a complex beneith karazhan, which was dubbed karazhan 2.0, yet to be used.
If a company plans long term support for a game, you can be certain content for future expansions are being developed at the same time as the orginal game. Fallout 3 and New Vegas saw key development of its expansions done at the same time as the game proper.
Drawing analogies to other industries, producing physical products, is like comparing apples and oranges. Especially seeing as the gaming industry existed in a viable form before DLC even became viable, it's not like these later developments were in any way nessicary to the industry, simply a useful tool, which has moved away from it's initial intent to become a tool for cash gouging.
Like it or not I know a LOT about how the game industry works, people tend to forget but there have been people talking about the games industry and how games are produced and made, and the relationships between developers, publishers, and even independant companies for decades now. The thing is that most people don't really get it, and those that do who have been following it for a very long time (like me) and call the industry on BS, tend to get ignored by those who simply look at the most current reasons and explanations given. Things that have less to do with realities, than companies trying to justify whatever move they are making at the moment.
it is hard to say you know a lot about the industry when you can't see the parallels between the game industry and other production industries.
simple run through.
A project is split into multipule stages.
Pre-production, Production, Testing, release.
Each stage is worked on by an team of individuals whom are specialized at doing that specific task.
concept artists, designers, and planners in pre-production.
Engineers, mechanics, and workers in Production.
Analysts, scientists, and focus groups in Testing.
Representatives and publishers in release.
diffrent fields may call it diffrent things.
In magazines: Layout, Type, Edit, Print.
In Cars: Concept, Prototype, Auto Safty Testing, Manufacture.
but it is all the same.
and it comes down to the same result.
your people working Pre-production are not going to be working on the project when it enters the next stage of its development.
an Artist is not going to be a big help when your engineers are trying to prototype a design. And it is kinda problematic if you have your printer trying to edit your articles during print on a magazine.
Now in the well establish industries of printing and car making, the process of rotating a team around products is rather well established and not really questioned.
While you have your researchers and writers filling out articles for one issue you have your layout designers already working on the next one, and your editors correcting the previous one.
While you are testing a prototype of a 2 door sedan, your engineers will be making modifications to alter the car into a 4 door sedan.
This rotation hasn't existed too well in the rather infantile game design world... As one team is finished they are usually laid off or sent to do completely diffrent project with diffrent people altogether, maybe even with a diffrent studio.
So, if you start making DLC or expansions after a game is released you would be very hard pressed to get the same team together. This leads to expansions and DLC having a completely diffrent feel, or being incoherent or controdictary with the orginal content. Such as seeing the addition of imbalanced or over powered items...
with DLC the game design world is starting to hit this stride where a studio can rotate its design team on the same project so that the same look and feel is carried through out the entire process.
Once Pre-production for the core game is done, the Pre-production team starts working on DLC for that project instead of being shuffled off to who knows where.
and because a majority of this DLC is much smaller in nature, often these things are finished well in advance of the core game or the final release. This ultimatly feeds into the issue of packaging optimization as i mentioned earlier, and tends to be a reason you see on-disk DLC.
like i said.
differnce in perspective.
you don't have this point of view, so you don't see it that way.