I'm going to use Oblivion as a well-established example: there are hundreds of developer-quality mods, but many of them took, in turn, hundreds of hours for multiple people. Having worked on a few of them myself, I know just how much time-for-output I invested, and I'd have a lot more money had I invested that time in my job.
That said, BioWare, you say you are looking for input - here's mine. I really like the way Bethesda went with their Oblivion DLC. They covered everyone's needs: tomes with new spells for the mages in the game, priced at $0.99 for quite a few of them (seen here: http://obliviondownloads.com/), entirely new quests with a side-story unattached from the main plot, but enabling the player to 'take a break' and conquer a new area, the controversial horse armor (totally not worth paying for), and stuff like that.
Do some competitive analysis and take a look at (I think it's called) Battlehorn Keep for Oblivion. This is a great example of how detailed content should be implemented, and what it is worth to gamers. I think it's $7 (the site is currently down, so I can't check). The tomes and other things like that priced at $0.99 appeal to a wide audience of people unwilling to pay for DLC, but secretly pay for the cheaper ones.
edit - as a personal opinion, I like content that can be expanded slowly overtime or where people can return to in the future (such as battlehorn), and have a purpose to be there. This gives the illusion of more playtime than it is, since it's spread out over a few sessions. Also take a look at The Thieves' Den for OB, that's another great one.
Hope that helps :/ Killing Floor is another decent example - I'm willing to pay $2.99 for 6 new skins, just to be different from other players... but that's a MP game, so it's different.
Modifié par GN-Lelldorianx, 27 novembre 2009 - 01:27 .





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