I think that Dead Money "is there" for:
- Showing what happened to a big part of the high class from pre-war society (and not say EVRYONE WENT INTO A VAULT AND SH*T HAPPENED)
- Make a bigger deal out of "Survivability", especially if in HC mode; as broken gear and low supplies stop being a problem around 10 hours in Vanilla, you can actually reach critical levels on the primary needs and getting a leg ripped by Ghosts is not funny.
- Player home! Abandoned BOS Bunker gets spicy with some GECK action, but The Sink bested it (in looks and simplicity, i prefer the bunker)
- Expand upon a character from a loading screen, lol
Making Old World Blues' lore a prequel:
- Become the conclusion of Elijah's and Christine's "storyline" going on in Old World Blues, and also Veronica by extension (she gets sweet perks if you get it straight)
- Research from Big MT being applied, the Saturnite, Holograms, Stealth Armor, Expender Machines, hazmat suits, etc.
I frickin' love this DLC, but i found these flaws that must annoy some players:
- No Side Quests, although they are perfectly expendable in this occasion (who or what would give it to you? and where?). Side exploring would be nice instead, the A World Of Pain mod adds some extra time of locations and loot (a hidden 12.7mm pistol <3) so it could have been that way.
- Linear-ish Main Quest, not really "The Crew" ones but the ending, it could have been considerably extended
- Speakers. I didn't mind them much, except for that single one in the ending, as it requires you to run up to a terminal and hack it with your "time stop" abilities, and it gave some sense of disbelief.
- More ghost variants, but again, it would have defeated the point and required of a bigger area.
- The Casino and the Hologram trade is pointless gameplay-wise, as it's very close to the conclusion of the DLC. I guess that you can make big money if your build is useful for that, and get huge amounts of supplies via SM Chips.