Chris_Really_Rocks wrote...
Monstruo696 wrote...
Chris_Really_Rocks wrote...
I would be willing to pay about $200-300 for a game like this.
Excuse me, but I do believe you're full of it.
In fact, it's overflowing and oozing out your sides.
And how would you know that, pray tell? If I had to pay that much to get this type of game, I'd pay it. I don't, so great -- I get the same amount of utility for less than what it's worth to me. That's the true beauty of economics. Don't believe me, fine. Only way we'll ever know is if a game like this is released that can't be obtained for less than $200-300.
It's not that much to me in light of my total gaming budget -- but I'd have to cut back on other games (that are worth less to me) obviously.
For the record: I would pay $200+ for this game. As a matter of fact, I've done exactly that in the past -- I bought an X-Box for the
sole purpose of being able to play KOTR several months earlier than I would have otherwise. I'll admit, my financial situation alows me alot more freedom in my gaming budget than that of most people, and I'm not about send Bioware a donation for $150 out of the kindness of my heart, but there are a few people out there that would pay a signficant premium for a game that they want.
As far as I can tell Bioware (and EA) is in a a small box, looking for a way out:
1) You can make and sell games marketed at the "casual gamers" (like the Sims) with low developement costs and lots of units sold at $50 / copy and make money hand over fist
2) You can make and sell games marketed at the "hardcore gamers" (like DA:O) and have high developement costs and sell (in comparison to a "casual game") relatively few units sold at $50 / copy and make less money (possibly no money at all).
In the long-term, strategy #2 is, well, a less than ideal approach to take. There are several approaches you can take to improve matteres:
1) increase the price per game. As has been pointed out in this thread, this isn't feasible -- the market has decided that games should cost no more than $60 and they won't stand for increases beyond this amount (despite inflation, and despite the fact that a modern game is quite a bit more expensive to develop than a game in 1990, when this "standard" was set).
2) Reduce developement costs. Indie game developers can get away with this (and do, quite successfully, making "retro" games). Big name developers (the ones that appear in boxes in Walmart and GameStop) -- each game must include more (expensive) graphical glitz / multimedia features / shiny things than the last one, or it won't sell many units.
3) Increase sales. Anti-piarcy measures are aimed at this, and we all know how well /that/ works. "Better games" -- e.g. fancy graphics, all spoken dialog, toolset, inovative game playe -- increases developement costs and gets you a one time only boost in sales. Once a shiny new feature has been included in a game, it establishes a new baseline which must be included in your next game or it "sucks". All you have achieved by offering the new feature is to drive up the costs of all of your future games.
4) Find a way to make money on a game after it is released: MMORPGs are the biggest example of this -- DLC is an attempt to do something similar in the single player market. Yes, MMORPGs have ongoing costs and generate a continious stream of new content -- but the monthly "hours of new content" vs. subscription fee is lousy. DLC is the same way -- you pay a lot of money for a relatively small amount of content.
4a) Subsidize your developement costs by releasing several independent full price games all sharing the same engine -- see BG1 / BG2 / IWD / Planescape. Of course, the developement cost of the engine makes up a much lower percentage of the total developement cost of a game today, which makes this less effective.
5) Leave the "hard core gamers" to the indie developers, and concentrate all of your resources on low cost / high profit games for the "casual gamer".
If DA:O DLC is a flop (regardless of whether it is because "doesn't offer a good value for the money" or "not what I was looking for" or "I won't buy software unless it is in a box" or "I don't have an internet connection") then I'm pretty sure that EA is going to go with option #5. Of course, they'll probably offer Bioware developers a chance to join the "Sims 45" team -- maybe. Or maybe the Bioware employees will find another publisher that is willing to take a chance on a game that has spiraling costs, you can't raise the price, and you can't make any money after the sale, and so forth. Although there really aren't many publishers like that left, are there? Or maybe Bioware will start to self-publish -- but that would make them an Indie developer, and likely result in download only games without features like 100% voicing that the market demands.
<shrug>
Clearly, nobody is going to force anyone to purchase DLC. One person not buying DLC isn't going to put Bioware out of business and it might encourage Bioware to make a full-fledged expanasion pack. Or it might convince Bioware that this is all a waste of time and close up shop.
You don't pay your money and you still take your chances...