Planned in advance doesn't necessarily mean it's created in advance.
Quite often it does though. Games devs have all sorts of employees that finish the main game at different stages. Many of them work under contracts that will include DLC, and some do indeed start their own DLC work whilst other employees are still working on the main game. Eg, the story / script writer's will often finish first, and sometimes write both the main story & DLC together (a finished script is obviously necessary for voice recording, etc, to even start, and voice actors may be paid to record both at the same time in one session especially if they play a large role in the base game but small one in the DLC and have only a handful of lines). Likewise, the musician doesn't have to wait for the main game's release to create the DLC's musical score he's already been contracted to do. Forza for XBox is simply one of those games where adding extra skins is something done continuously due to the genre. There are other games though where "stuff" that's in the DLC has a certain "feel" that it was intended for the main game but split off purely to pad out weak DLC. And then there's the obvious "Day One on-disc DLC" which speaks for itself in being 100% created in advance...
Some of you guys act like they had a 80 hour game and cut 40 hours out a week before launch.
No that's just a wild exaggeration for the sake of attempted ridicule. There are very few games (if any) where "half" is claimed to be missing (and nothing so drastic gets cut a week before launch). It is however, a false belief that "99% of devs never work on DLC until after the game has shipped". It's like building a row of houses : Once the builders have laid the foundations & walls of the first do they sit around waiting for the plasterers and decorators before starting on the second? No. This is nothing new in the game industry. As for "nothing in any DLC could possibly have been originally intended for the base game", the bottom line is, people don't create parody stuff like
this and
this and
this and
this and
this for no reason.
Most of the time I don't even miss whatever DLC is offered. It's all optional which is the point.
It depends entirely on the game. There are games where the DLC does feel more like an old fashioned "expansion pack" which adds a huge amount of content and yet not buying won't be missed at all. OTOH, there are games where the DLC is pure cheese for the sake of "
we have DLC too!" bandwagon jumping or contains critical bug fixes not released in a patch for the base-only game. Or the DLC "entry points" are aggressively pushed in your face shattering immersion if you choose to not buy them when base game NPC's "break the fourth wall" by begging you to spend real money in-game. Or the DLC involves "unlocking" as an alternative to inflated "grinding" BUT the extent of the grinding is only there in the first place
because of the anti-grind DLC, whereas had the devs chosen to not sell any DLC, the base game's "grindiness" would not have been artificially inflated to the same extent. Or is
even needed to see the actual end of a game. At which point it isn't quite as "optional" or "base game unaffecting" as is often naively claimed...
A game should be able to stand on its own at launch and be worth the asking price, if it isn't to you then don't buy it.
I agree, and I regularly don't (it wasn't me talking about piracy). But repeating that won't stop people commenting on "
another one of those $100 games" all the time DLC is aggressively pushed with stuff that feels like obvious padding that many believe would have been placed in the main game had the devs decided to not sell any DLC, or is simply an "anti grind-inflation toll" based on bringing
the trashier side of F2P mobile gaming to big budget PC games but packaged in a way to appear only slightly more palatable and less obvious.
