This is my view and thoughts about the PC game industry. You may not agree on or have other suggestions, please write them too.
- Daikatana:
There are some games that hyped a lot before released, but quickly sent into Abyss and then forgotten (compared to other games of that era). Some of those games can be counted as Doom 3, Hellgate: London or Spore. But in Daikatana case, it is not just failed on the released game, but also failed on the development stage. Before release John Romero suggested that he would do the best FPS ever, but at the end we got a broken game.
- Duke Nukem Forever:
There are lots of game that had promising gameplay, amazing graphics but some reason cancelled or became vaporware. The Crossing, Black Mesa Source, Warcraft Adventures, Starcraft: Ghost, Dungeon Keeper 3, Project Offset. What happened to them? Nothing, they were all very interesting games and could be completed, but not released. Duke Nukem Forever is the most famous among them. 3DRealms could do 3-4 DN games all these years, but they didn't even finish one game. At the end, we are waiting for Gearbox's DNF, I hope it will be completed soon and will better than Borderlands. Conclusion: "When It's Done" is not a good software engineering strategy...
- Half-Life 2 Episodes:
Correct me if I'm wrong, but Valve brought the episodic content to the gaming first. They argued episodic content will accelerate the durations of expansion packs. Short episodes mean short development, win-win for both the gamers and the game developers. Yeah, it seems like that - for example, Telltale Games implemented the system successfully. However, Valve failed big time, in episodic content. Let's look, first Half-Life released on 1998, and the expansion Opposing Force released on exactly one year later - 1999. This means for an expansion pack, 1 year can be enough. After Half-Life 2, Valve announced the Aftermath expansion. We were thrilled and expected the expansion to be released between 1 and 2 years. But what happened? The expansion splitted into episodes, and we are still waiting for the third episode after 6 years.
Game companies develop free small patches or purchasable large expansion packs. This is like a tradition for the industry. They do this both to serve their customers and to keep the attention/fame on their games. Some companies (like Blizzard) still use this formula (e.g. Diablo II, Warcraft III, World Of Warcraft). But this formula is not enough for some companies. Their greed and lust for money, caused them to create a new formula. Contents which are not free like patches but not large enough to be even quarter of an expansion pack, turned into things which called "DLC". They are simple maps, skins or weapons for the game. They are small enough to be implemented as patches, but developers don't prefer so. They are being sold seperated from the game, similar to the item shops of Free2Play games - the difference: DLCs are made for non-free2play games. More weird part is, combination of all DLCs for a game, can be more expensive than the game's price. Yeah, very rewarding for the greedy developers, but encountered with the protests of the gamers.
- Daikatana:
There are some games that hyped a lot before released, but quickly sent into Abyss and then forgotten (compared to other games of that era). Some of those games can be counted as Doom 3, Hellgate: London or Spore. But in Daikatana case, it is not just failed on the released game, but also failed on the development stage. Before release John Romero suggested that he would do the best FPS ever, but at the end we got a broken game.
- Duke Nukem Forever:
There are lots of game that had promising gameplay, amazing graphics but some reason cancelled or became vaporware. The Crossing, Black Mesa Source, Warcraft Adventures, Starcraft: Ghost, Dungeon Keeper 3, Project Offset. What happened to them? Nothing, they were all very interesting games and could be completed, but not released. Duke Nukem Forever is the most famous among them. 3DRealms could do 3-4 DN games all these years, but they didn't even finish one game. At the end, we are waiting for Gearbox's DNF, I hope it will be completed soon and will better than Borderlands. Conclusion: "When It's Done" is not a good software engineering strategy...
- Half-Life 2 Episodes:
Correct me if I'm wrong, but Valve brought the episodic content to the gaming first. They argued episodic content will accelerate the durations of expansion packs. Short episodes mean short development, win-win for both the gamers and the game developers. Yeah, it seems like that - for example, Telltale Games implemented the system successfully. However, Valve failed big time, in episodic content. Let's look, first Half-Life released on 1998, and the expansion Opposing Force released on exactly one year later - 1999. This means for an expansion pack, 1 year can be enough. After Half-Life 2, Valve announced the Aftermath expansion. We were thrilled and expected the expansion to be released between 1 and 2 years. But what happened? The expansion splitted into episodes, and we are still waiting for the third episode after 6 years.
- DLC:Valve seems to have missed the whole point of episodic games, which is more games, at lower prices, released more frequently. And while they seem to have one and two down, they continue to struggle with three.
-Ben "Yahtzee" Croshaw
Game companies develop free small patches or purchasable large expansion packs. This is like a tradition for the industry. They do this both to serve their customers and to keep the attention/fame on their games. Some companies (like Blizzard) still use this formula (e.g. Diablo II, Warcraft III, World Of Warcraft). But this formula is not enough for some companies. Their greed and lust for money, caused them to create a new formula. Contents which are not free like patches but not large enough to be even quarter of an expansion pack, turned into things which called "DLC". They are simple maps, skins or weapons for the game. They are small enough to be implemented as patches, but developers don't prefer so. They are being sold seperated from the game, similar to the item shops of Free2Play games - the difference: DLCs are made for non-free2play games. More weird part is, combination of all DLCs for a game, can be more expensive than the game's price. Yeah, very rewarding for the greedy developers, but encountered with the protests of the gamers.