I think you didn't read my comment properly. I was talking about the terrible writing both FO3 and Borderlands 1 have in their main questlines, and how the DLCs were much better and thus were a major addition.
Ummm, even games without any DLC can have horrible writing (Overlord 2? Overlord one of my favorite games, Overlord 2? Bleh), bad/incomplete endings (Star Wars: KOTOR 2 anyone?).
I loved Borderlands 1. I played the crap out of it (over 200 hours). I never bought or played any of its DLC. YMMV. I have yet to play a game where I thought the DLC was required. Or felt that my enjoyment of the game suffered because I didn't play the DLC.
Dragon Age Origins is one of my favorite RPGs ever. The only DLC I played was the one I got for pre-ordering it. Never played any of the additional DLC. Still one of my favorite games with one of the most fleshed out storylines of any game I've played. Dragon Age 2 on the other hand was just bad. And no amount of DLC was going to save it.
I may be remembering things wrong, but in the "good" old days expansion packs were usually decided upon when the game had some sales under it's wings, i think there are plenty of examples of games without expansion packs.
But today the thought of a game without DLC in some fashion is unthinkable. It may not be chopped off from the game but it is clearly something that is planned along with the game, and i am sure that the development of the game, game story, textures etc etc are done with the DLC in mind. Basically there is resources being used on DLC that might have been used for the "main" game instead. To some degree the price for a full game is the main game plus the DLC.
Ummmm, yes you are remembering things slightly wrong. In the very early days 80's to early 90's expansion packs wouldn't be considered until after the game had made a profit. But since the mid-90's and onwards, it was increasingly common for studios to start on the next expansion pack before the current game was finished as development studios started to employ more specialized people. It was either that or you lay off those people between games/expansions.
Blizzard, for example, alternated between starting the next game and starting an expansion before the current game was shipped when they only had one "team" developing a game. Not at the start but as the company started to grow (those specialized people that have to be put to work on something or they are laid off).
I'm sure back in those days all of the content that was cut from games would have eventually made it into a game if DLC had existed. But if you read developement diaries from some of the studios back then, you'll see a LOT of content that was cut from many games due to development cycles + publisher deadlines and that never had a chance to make it back into the game because DLC didn't exist.
Modern developers now have an option to add that cut content back in via DLC which developers "back in the old days" couldn't.
I'm sure there are developer's that plan out the DLC ahead of time now. But how is that worse than finding out midway through development that you have to cut content and that it will probably never make it back into the game? Like it was in the 80's, 90's and much of the 2000's?
Now you can plan out what you assume will make the main game. You also have content that could either be DLC or implemented if you have the time/funds.
Kickstarter has an interesting way of tackling some of this. Those goals they have for various levels of funding? If they get the funds it makes it into the game. If they don't it gets cut. If it gets cut, it still has a chance of making it in via future DLC.
This isn't to say that DLC is always good. But it isn't always bad. Some DLC is better than others. Just like not all games are bad and not all games are good. And some games are better than others. Just like not all F2P is bad and not all F2P is good. And some F2P are better than others. Blah blah blah.
Regards,
SB