Torias wrote...
Since you're so concerned about costs of production:
1) How many hours of programmer time do you think this took to create.
2) How many hours of voice over actor time to do you think this took to create.
3) How many hours of artist time do you think this took to create.
4) How many hours of writer time do think this took to create.
5) How many hours of programmer and artist time do you think the whole DLC mechanism took to create, and what proportion of that investment needs to be recouped by this particular DLC (that investment has to be recouped over multiple DLCs, since it's so large).
6) How much do you think (on average) a programmer, writer, artist and voice actor gets paid per hour?
7) What percentage Return On Investment is required to make this a profitable and appropriate use of their talented staff.
That gives you the amount of revenue they need to earn in order to justify doing this.
The vast majority of the cost base is "Fixed", the creative costs. That's the same for both full games and DLC.
That fixed cost must be recouped by estimating the number of sales and
setting a price point that will bring in enough revenue to cover the
cost and provide acceptable levels of return on invement.
The final question is how many copies of Return to Ostagar do you guess they will sell at each price point (ie, how elastic is the demand curve). Keep in mind that DLC only sells a fraction of the volume of the main game. That's the reason for the $ per hour discrepency between DLC and full games, full games have a much larger audience and sell a much larger volume of copies.
If every person who bought DAO was absolutely definitely going to buy the DLC, then they could afford to release it at a cheaper price, at a similar dollar per hour ratio. But, that isn't going to happen. What proportion of the DAO customer base do you think will buy this DLC? If 20% of the customer base buy it, that means that the dollar per hour ratio might need to be five times higher than the ratio of the full game.
You bring up exactly what I have been wondering and posting about for weeks. Nothing above is unknown to anyone that understands how game production works.
The real question is: How much more would something sell if it came out when originally specified?
I am not mad, just looking at this from a business perspective. I wll buy the DLC, not even an issue.
Bioware is not the only company to have delays, but one has to admit that the gaming industry is routinely plagued by missing deadlines, many times due to circumstances out of the gaming companies control (which is understood).
This is why my buisness plan would be to have more bullets in the gun at release, especially when kids, and adults are sitting on their fannies at home during holiday break itching to spend money.
Maybe not so much with the DLC coming out on 1/5.
Finance and accounting will most definitely have a few less beans to count with the delay...again, it happens I get it, but it could be prevented going forward by companies having more product in the tank, ready to go like Warden's Keep (which I stated previously was a genius move).
Modifié par Little Paw, 03 janvier 2010 - 03:41 .