Lord Clocks wrote...
I agree that its a really bad thing if they cripple the game in order to put
stuff out as promo. But I also dont think thats what is happening here.
I do think that’s what’s happening. To some extent anyway. Hence
my stated grievances. I’m going to continue to complain about this. I suggest
you “get over it.”
This is a new business model. Its not going away. Bioware/EA is not the only company doing it.
Sorry. I didnt make it. You didnt make it. But its here now and its part of the calculations companies make in trying to justify building the cool games we like to play.
Like DA:O.
All the whining that you may do here has only one effect. Someone from Bioware rolls by the thread, mentally thinks "thats the kind of attitude that we hear from people who pirate our games" and rolls on. They arent going to look at the business case here and decide to give up a multimillion dollar revenue stream and marketing tool.
Think about the business. Lets pretend for one moment that only 5 million people will ever buy this game. Nice round number. To get to that level, they wanted to get the word out. One way to get the word out is go to XYZ Magazine and ABC Retailer and say in addition to the marketing we are already paying for with your outlet (and the shelf space premium we are paying in the case of retail stores), we will invest the 8 developer hours that it takes fo rus to make a crafted item. You are the only way they will get that item.
And thats not something that is single-outlet exclusive. You have 10 artists and 10 modelling people and a director and they can do one of these items in less than a day with only 1 of each plus a few meetings. And doing that will get you ad space, feature space, or shelf space that will allow you to sell another 50,000 copies nationally that you might not have gotten otherwise.
$450,000 profit back on a retail store sold game for something you invested a few hundred dollars of time from 3 or so people over a week or two in small bursts.
Then you look at the DLC business. 5 million end user market. Set any level of profit that you want. IF only 20% of the people who bought the game buy ONE DLC pack from what you release, will that outweigh lost sales from the whining, complaining 5% of people who were turned off by your marketing/DLC strategy?
Hint: The real life numbers are FAR north of this. Look up the NPD numbers for Baulders gate titles, you will see what i mean. The scale at which DLC and premiums can bring in additional revenue and profit is staggering for true AAA titles.
Modifié par Lord Clocks, 26 octobre 2009 - 04:58 .