Vythonaut: Forgive me if i sounded too harsh in my previous post or you thought i was attacking you in any way -- it wasn't in my intentions as i was merely expressing my opinion on the subject. When i see DLCs i do have all the cosmetic stuff in mind but the truth is that DLCs can include everything, from stuff like missions & new gameplay modes to characters & horse armor. The problem starts when this stuff was left out deliberately by the developer, so they can be sold as extras (how many times did we see a new release and after a while there is a DLC or a river of DLCs? Damn, there are even Day-1 DLCs!!), something that has become a trend lately. I don't have a universal problem with DLCs per se, as long as the term is used to describe something like the good old Expansion Packs of yore (see HL: Opposing Force / Shivering Isles / Eternal Lords) rather than a continuous stream of tiny additions.
By the way, i'll definitely gonna buy that UnderRail expansion and having said that, i believe that..
[Sorry, you'll have to pay $4.99 to see the rest of this (unfinished) post] ;)
I agree with that and as i said above, i'm not opposite to what was used to be called "Expansion Pack" but rather to the practice of regularly releasing miniscule add-ons that add little to no content at all.
One thing to remember is that none of the content actually exists until someone spends time making it. If they have plans for three campaigns but only have the time and money to do the first, leaving the second and third out isn't like reaching into a finished package and removing pieces. Instead, it's an attempt to bankroll the creation of the planned content using sales of what was finished. If the first part doesn't sell well enough, the rest might never be completed for sale.
There are lots of ways that can play out. For instance, a developer can promise more content than they can afford to finish, ship the game visibly incomplete, offer the next portions as paid DLC, run out of money halfway through the first DLC, ship it as-is and call the game complete. Or it could play out like Paradox DLC, offering real content expansions for years after the original game comes out. It can be done in reaction to poor planning and unforeseen problems, or it can be done as part of the plan from the start. They can be honest about their intentions or wait until the game is released before they start talking about adding missing features.
Day-1 DLC is also a thing that happens. Big publishers love going that route. That's where the content is finished and ready to ship alongside the main game. But even with that, there is lots of variation. Some is just there as a way to give them extra support for things you don't need to enjoy the main game. Some is a cynical cash grab that they know everyone will want to make the game complete. Sometimes it's done to milk a game based on high demand. Sometimes it's a desperate attempt to cash in after losing too much money on development. Sometimes it's a fair-priced addition that's there if you want it and not hurting anyone including the developer if you skip it.
I don't know the story behind Battle Brothers, but from the descriptions here, it sounds like their DLC would have been the kind that is created after release based on how well the game sells. Things they'd like to put into the game but can't afford to work on for free. The Paradox model can benefit gamers and developers, but only if the sales keep funding it.