You still run into problems where development lengthens because testing has to be doubled for all available hardware configurations.
Usually this kind of thing makes the "normal" configuration barely playable, and the expanded/upgraded becomes the norm.
Yeah, this hits PC-exclusive devs
all the time because PC hardware is so snowflake-like and each machine often winds up unique to its user. There's simply no possible way to test your game for all of that, but devs are often expected to test for as many as they can anyway, and more than one studio has verbosely lamented the time costs associated with it. Making a game for console AND PC is generally easier because consoles give a flat, even starting point and minimum standard of quality for the PC version. Hence why several series that used to be considered "PC first" like Crysis have shifted to using consoles as the defining standard for development; it's just a simpler way of doing things for the development staff, and it can shave weeks or even months off of testing.
That being said, I'm about at the point where I'm ready to see consoles as a concept go away. Handhelds can stay because they're just plain awesome, but I'm ready to see Xbox and Playstation in particular go away in the living room. Over time, I've come to realize that consoles have become a crutch for developers that tends to encourage lazy gamemaking.
On topic though, I would suggest that patch-culture needs to be done away with entirely. Patches have done more to encourage lazy game development than anything else today, and a good example is
Assassin's Creed: Unity. When that game shipped, it was so buggy that it was almost unplayable -- they sold the game when it wasn't even ready to be in alpha. Because why shouldn't they?
People will buy it, and then we can just patch it later. Aliens: Colonial Marines suffered from the same, being released well before it was ready and then actually finishing development after millions had already bought and beaten it. While it's true that these games are essentially fixed now and perfectly enjoyable, that wasn't true at launch, or for almost a year after. The combined patch files had a megabyte count that
rivaled the weight of the original games. This is also (frighteningly) the WHOLE POINT of Steam Early Access, which I really wish wasn't a thing to begin with for these same reasons.
DLC, by the same token, has essentially become microtransactions, and many triple A games can essentially charge double the game's price in DLC alone when much of that content amounts to cosmetics and maybe a new weapon here or there (Borderlands 2 is a
prime example of this). DLC at its best serves as a full expansion (Skyrim's Dawnguard and Dragonborn DLCs are a good example) that legitimately improve the base game in hugely quantifiable ways, and then, at the opposite end of the scale,
DLC does more or less the opposite, making you question why it even has a price tag.
Adding pre-orders and "Season Passes" (i.e; pre-orders for DLC) on makes it even more insulting to the consumer, essentially asking us to buy content that hasn't even been released yet and may or may not even be ANNOUNCED YET, which is actually a pretty sizable gamble for most gamers who don't have Donald Trump's budget.
I miss proper
expansions that effectively doubled the in game content, like Blizzard's "Warcraft III: Frozen Throne" or "StarCraft: Brood War".
This is yet another reason why I love CD Projekt Red and The Witcher III -- it is a shining example of how amazing games can be even when they defy many of the conventions of patch culture that big publishers try to convince us are necessary for a quality gaming experience today. While the Witcher III has seen its share of patches and DLC, the patches tweak and enhance the product (rather than "fix" issues because the vast majority of those got nabbed during beta testing), the DLCs are by and large free, they add to the experience in very noticeable and positive ways, and the two major expansions basically add a whole second game to the one you were already playing. It's patches and DLCs finally done correctly once again.
So if the industry can't get rid of patch culture, they should at least strive to emulate CD Projekt Red in all things.