Oh don't worry. Publishers aren't stupid. They will advance the way to milk more revenue over a longer period of time. DLC is the beginning. Monthly premium subs for online multilayer for individual titles another. (Which can go from the AAA bad boys like
Call of Duty down to the smaller devs like
Notch's new 0x10c)
(Now some rambles on dev stuff)
The thing this does for the internal developers is quite interesting. For a usual single player game in the era before DLC, the team ramps up development and crunches in the last 2-6 months to ship. After that usually you get a launch party then usually there comes the RIF's (reductions in workforce) If you are lucky enough to stay at the company you usually get to take a holiday for a few weeks. So after a project is completed you get a wind down time where devs write post mortems, and start pre pro on the next project.
(next projects are always looked forward too. Start fresh and try to rectify lots of the issues you had with the previous project)
With DLC and ongoing updates with multiplayer (or if you work on an MMO) after launch there is no break. Its like an anticlimax almost. You crunch, crunch, crunch for gold lock then come in the next day and start the crunch, crunch, crunch, for day 1 patch. Then after that its crunch, crunch, crunch, for the next DLC.
It's a recipe for burnout.
The destruction of the high end industry may very well be internal combustion. You see it already; high profile dev's starting up or leaving to work on smaller indi ios titles. Though that also could be because of how easy it is to get into and make your own ideas come to life, which is the dream of every creative person.
Also because the dev cycles are much more complex with all these newfangled pipelines, working has become much more streamlined to the point of almost being production lined in some cases. It can be difficult as a creative to be a cog for so long. Even though there is something magical working with a large creative team.
It's a really interesting time both for high budget and lower budget development.