So people are forced to buy optional content?
Yes.
Let's assume that "content" is a reasonably measurable quantity. Let's assume that GalCiv 2's initial release has 100 "units" of content. Adding up all the patches and expansions, let's say that GC2 has 180 units of content.
So, GC2 costs $40 for the base game, with each expansion costing $30. It's clear that GC2 is a bargain; it's $40 for 100 units of content, thus giving a content-per-dollar (CPD) rating 2.5. The full GC2 package costs $100 in total. This is a comparatively poorer rating, at only 1.8. However, let's assume that each expansion offers 30 units of content, with the remaining 20 being freebies from patches. The CPD for an individual expansion is a mere 1.0; pretty small compared to the 2.5 for GC2. It is obvious that the expansions do not offer anywhere near the same content-per-dollar rating as the main game.
One more assumption: let's assume that each unit of content has a fixed cost from the developer associated with it. This is not necessarily the case, but let's assume that it is. So the initial release of GC2 cost 100 units of cost, and the full version is 180.
Because of this, it is obvious that the StarDock makes more money on the expansions than the main game. Just like with regular products in a store, the more you buy at one time, the lower the price is to the consumer, but also the lower the return on investment for each is for the maker. The content-per-dollar rating is, when inverted, the return on investment for the game developer.
Now, let's look at a hypothetical GC3. If StarDock pursues this strategy of selling smaller, incremental updates, there are two ways to do this. One of them is fairly reasonable (though antithetical to proper game design); the other is a price hike. Observe:
Let's assume that the hypothetical GC3 is shipped with 100 units of content. Let's assume it sells for $50, to deal with inflation and so forth. This means that the content-per-dollar rating is 2.0; less than GC2, but that's understood.
Now we get into the micro-expansions. Let's say each of these sells for $10, but provides 10 units of content. Well, the CPD rating for these is 1.0, which is the same as for GC2's expansions. No problems there. Maybe StarDock provides that extra 20 units of content for free, maybe they don't.
However, the big problem comes from when StarDock decides to game the system for a major price hike.
To do this, they maximize profits by charging as much as possible for content. Let's assume that this version of GC3 is shipped with only
60 units of content. A far cry from the 100 for GC2. Sold at $40, the CPD rating is a mere 1.5, less than the totality of GC2. Which means that the profit margin for the developer, costs per content, is very high. StarDock doesn't spend much to make a game that they sell for $40.
Then, we have micro-expansions that sell for $10, providing 10 units of content each. In order to reach the same level of content as even GC2's initial release, the gamer must pay $80. The CPD for this is 1.25. This is a de facto price hike; GC2's level of content went from $40 to $80; the price for the same level of content doubled.
It is this latter possibility that many of us fear. And the fear is compounded by this: it doesn't take many idiots to give you greater profits. Because the CPD halved between GC2 and this GC3, you only need
half as many people to buy GC3 in order to break even. If you keep 2/3rds of your customers, you come out with a good 16% greater profits. Thus, the cycle is reinforced and next time, you'll try to shave the content even more. Eventually, enough people will stop buying it that you'll have to retreat back to some former level of content. But in so doing, you've increased your profits by maybe 20-30% at the expense of your consumers.
There's also the psychological effect of using smaller increments of cash to buy things. $40 is a "lot" of money, while $10 isn't. It's easier to make someone part with that $10, especially after their $40 expenditure.
Do your experiments with micro-expansions if you must. But be warned; we will be watchful for treachery.
You don't want to pay $10 for some extra content, that's your right. If it doesn't meet your needs, then don't buy it. But that's not what happens. People will create such a public uproar that it causes companies to simply not release anything at all.
If I think you're cheating people out of their money, why
shouldn't I create a public uproar? If I think you're selling a half-finished game and bilking people out of their money for no more or better content than you were doing 3 years ago, if I think you're using underhanded practices to jack up prices just because you don't want to actually raise the price of your game, then
yes, I'm going to create a public uproar.
It's part of the "invisible hand" of the market. You as a company do something to increase your profits; if it's unethical or a ridiculous money grab, we catch you at it and whack you in the head until you stop. Rinse, and repeat. Eventually, you'll find out what we're willing to accept and what we're not.
And my example of being willing to buy more content for TF2 or some other game is still valid - if *I* as a gamer want to buy something, why shouldn't I be able to simply because there are people who don't want to pay for it?
And therein lies the whole problem with your argument: you basically assume that people who don't want to pay for it will be unaffected by its existence.
TF2 is a
multiplayer game. If you bought character X, and I didn't, we're no longer playing the same game. You're playing one where you get more options than me; it is no longer a level playing field. Can you imagine Chess, where you get to buy an extra Queen? If you could pay some money to replace a Rook with a Queen, then you have an advantage over people who don't.
You can't just shoehorn this kind of thing into any game without thinking of the ramifications. And no amount of "well, then don't buy it" will change the fact that in multiplayer games, what other people do or get
does affect my playing experience. It basically amounts to me either buying the thing or stop playing the game.
even to charge people for an 'errata bundle'?
Charging people to get a
fixed version of the broken thing that they bought that you released in a broken state is not just unethical, but I'm fairly certain there are laws about that sort of thing. Making people buy errata, or in gaming terms patches, is despicable and unacceptable behavior.