There are definitely games I'm willing to buy new in order to get all the gewgaws that come with a new purchase. Heck, I pre-ordered
Mass Effect 2... Even if it's sitting on my shelf unplayed because I wanted to have it available as a carrot for getting another computer-related project done.
But this kind of air of "the stuff they've done so far isn't essential to the game, stop whining" really isn't helpful. It somewhat smacks of saying, "So they've unspooled fuse to your house. Why are you worried? It's not like they've set out
explosives yet!"
These things tend to come down from on high, and you would have to be a fool not to recognize that, as policy, this could be a doozy. It's one thing for DLC to allow a developer to restore features and content that had to be cut to make a milestone. It's quite another for every game that comes out the door to be required to be designed from the blueprint up with later DLC in mind. Even if it's integrated brilliantly, there's a real danger of a large number of "complete" games coming to market with conspicuous holes in them. That you can complete a game isn't necessarily comforting if, say, your favorite character's backstory comes to a sudden jagged halt because of a missing quest... Or you have to trek through five miles of monster-infested swamp because there's a peculiarly city-shaped mountain range in the middle of the short route... Or you end up fighting a foe that was included, while the weapon that was planned around their major vulnerability ends up in DLC.
Please, don't tell me it hasn't happened yet. It can and will if it isn't clear that it will be met with a strong, negative response.
It isn't price so much that concerns me. I know that dev teams are getting larger, prices have remained more or less the same, and a lot of companies and developers are suffering. Honestly, I'd be willing to spend an extra $10 on a game to keep them in Skittles, because I'm one of the lucky ones who can afford to do that in my hobby. But I most definitely am afraid of major DLC becoming an acceptable given. That has the potential to affect games on the design floor in a long-standing, harmful way.
And I've got to take issue with
EA - and every other publisher - deserves to make as much money as it can from its games
...That way lies madness. And quite possibly suicide. It's possible that you could cut every major feature out of a game until it's barely playable and sell everything as DLC and that enough people would still buy it that you could make a profit. But even if you made
more of a profit doing things that way, it doesn't make you more
deserving of the money. It also calls into serious question what a brand is worth. If you alienate your marketplace when they're college students and they turn up their noses at the sight of your trademark when they've become professionals, the profits of ten years ago become cold comfort indeed.
If you make a good game, then sell it at a reasonable price, and raise enough money to make some more good games (and some experimental games and some mediocre games and a few out-and-out stinkers), keeping on a staff that loves the business at a rate that's competitive within the industry to do so. That's what they deserve. Nothing more, nothing less.