phaolo: Ok ok, I see your point.
Still, we're comparing modern days with times where compatibility \ technology \ standards \ internet were quite poor.
Even Atari had a lot of LJN s**t back then, but their "sins" almost pale compared to some of the new ludicrous Greenlight junk, various shameful expensive Early access releases, many Microtransaction-DLC-DRM ridden mobile games.
Everything that can will be abused by people, that's just how it is. I agree that Greenlight has a lot of trash and Early Access has been abused in quite bad ways (Spacebase df-9, Windborne), on the other hand it gives starting developers an easy platform and that's a good thing. Early Access can also save companies as shown with Introversion who were nearly bankrupt before they released Prison Architect in Alpha and made millions after it went EA on Steam.
So overall i see more good than bad in Greenlight and Early Access but sure, it has it's negative points.
Microtransactions would've entered the world of gaming a lot earlier if it were possible. Double Dragon III, released in 1990 for the Arcades, was probably the first game with microtransactions and Pay 2 Win: Every Level featured a shop where you bought upgrades, every upgrade costed one credit and the game was unbeatable without upgrades, so you had to pay quite some real money.
Same with DLC. I mean some of the Add-ons and how companies handled them back in the day where just as questionable. Do you know the golf simulation Links? Came out in 1991 with ONE golf course. Between 1991 and 1995 Access released about 20 single golf courses for half the price of the full game (Here in Germany the game costed 120DM (which if you take inflation into account would be 100€ today) with the single golf courses costing ~55DM (about 47€ today!)
And is there really that much difference between a game today that might get 2 10€ DLC's and Ultima VII? That game was split up in two, with each sold for full price and then each part also got an add-on for half the price of the full game.
Companies back then also tried to make money with everything possible:
- Origin liked to make extra money with those useless "Speech Pack" Add-Ons, those add just a couple voice overs to the game (like Wing Commander II) and were overpriced as hell
- Today we take it for granted that sports managing games come with a built-in editor. Back in the day companies sold those for extra money (I remember Bundesliga Manager Hattrick having an advert for the Editor which costed 20 bucks)
- Companies even made money from Demos. I distinctively remember adverts in magazines for games which had a little coupon "Want the demo of the game? Send in this coupon and 5 bucks and we sent you the disk"
- Heck, even shareware games were monetized. Sharewere games were "free" but then some greedy companies came around before the internet was everywhere and sold those games for 5 to 10 bucks. I remember once being tricked into thinking i just bought the awesome One Must Fall 2097 for 9,95, only to discover later that it's just the Shareware version.
Of course all this wasn't possible on consoles but there the companies tried to rip customers off with insane peripherals that usually didn't even work.
The only thing that changed is the form of distribution which opened up more posibilities but is there really a difference between spending 40€ on 8 DLC's or spending 40€ on an Add-On that possibly gives you the same exact stuff, just in one pack?