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Bioware on how to monetise players *article*


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#401
naughty99

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Fast Jimmy wrote...

I understand the value and benefits of Steam, and other digital distribution models. I also understand how they be a benefit to consumers. I also agree that it would be great if consoles had a similar digital distribution medium.

That being said, none of that has to do with the discussion at hand. The thrust of the OP and others statements have been a genuine disdain for the DLC model Bioware has adopted (or comments from those that support it). And while you can buy DLC via Origin, an online digital distributor, it doesn't really have anything to do with the fact that Bioware is targeting story-based content for DLC, specifically Day One DLC, which is seen as being manipulative by many.

My comments on pricing were along the lines of charging what they feel the content and game are worth, rather than resulting to DLC marketing and gimmicks.


Luxury entertainment products like games, movies and books can be worth any range of values to different people, and the price is not exactly set based on the number of pages, minutes or hours of content, but rather set to whichever price point will hopefully result in the most total revenue. Personally, I believe no matter how good the game, launching a new title at $100 as proposed above would be suicide, likely resulting in much less total revenue than if the same exact game were launched at $50-60, with the same production and manufacturing costs.

In the case of DLC, if you were a publisher and you have completed or are nearing completion on a game with lots of man-hours invested in creating this great pipeline, with many costly assets, environments, game systems already finished, wouldn't it be poor judgement not to produce DLC, when it is so profitable? Consumers may complain about DLC, but they keep buying it by the truckload.

As for whether a particular game is "complete" or not without DLC, this seems to be a matter of subjective personal preferences and probably a dead end discussion. Some feel ME3 was incomplete or vitally missing some important aspect of the game without the Beyond Ashes DLC and others like myself had no interest in this DLC and enjoyed the game without it. Personally, I cannot recall a single Day One DLC from any game that ever seemed even remotely interesting. Usually this is small stuff that is not really my cup of tea, such as item cheat packs or short linear missions that add a companion, etc.

#402
Bostur

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naughty99 wrote...

Fast Jimmy wrote...
That being said, none of that has to do with the discussion at hand. The thrust of the OP and others statements have been a genuine disdain for the DLC model Bioware has adopted (or comments from those that support it). And while you can buy DLC via Origin, an online digital distributor, it doesn't really have anything to do with the fact that Bioware is targeting story-based content for DLC, specifically Day One DLC, which is seen as being manipulative by many.

My comments on pricing were along the lines of charging what they feel the content and game are worth, rather than resulting to DLC marketing and gimmicks.




In the case of DLC, if you were a publisher and you have completed or are nearing completion on a game with lots of man-hours invested in creating this great pipeline, with many costly assets, environments, game systems already finished, wouldn't it be poor judgement not to produce DLC, when it is so profitable? Consumers may complain about DLC, but they keep buying it by the truckload.


If I was a publisher with long term credibility of the company in mind, I think I would put the team, the pipelines and the portfolio of assets to work on an expansion pack. If statistics show that addon content can only be sold within a few weeks of release I would probably rethink the lasting quality of the product.

If I was in it for quick, short term profit, I would attempt to sell all the cut content with the use of heavy marketing. And I would make sure to get the hell out of Dodge long before that well runs dry.

#403
RaggieRags

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Ninja Stan wrote...

And all of them need to sell copies in order to recoup the amount spent on development. Many gamers have a very specific definition of "complete game" in their heads, which is fine, but it usually ignores the complexity and financial wizardry that accompanies the game industry. Some folks say that asking the fans to learn more about the industry and how development works is wrong, but the number of simply misguided arguments I see from armchair economists, executives, and developers on the internet convinces me that I still need to provide some of this context for people. :)


I'm not sure if the problem is customers who don't "understand" why they have to pay more for their games, or the industry that seems to think the only way to succeed is to go bigger and make these expensive investments. Sure, trying to get the customers pony up more money for your product is one way... The other is to simply spend less. I'm not going to buy the argument that the only way for an RPG dev to survive and make great games is to make these expensive mammoth projects. I've bought RPGs from small, sometimes one-man studios that have around 50 hours of gameplay and more depth and innovation than all the recent "big" RPGs put together. They might not use the latest technology or have voice-overs, but they don't need all that to be good... or profitable. I see these small-to-middle-sized companies doing well, and without the help of DLC, merchandise and big brothers backing them up.

Of course, if Bioware's aim (and it does seem to be) is to fight with the big guns for the COD audience, it's a different deal altogether. But I'm not a part of that COD audience, and judging by the current mood of your fan base, I'd guess I'm not the only one. I don't want to pay extra so that you can further attract another segment and make games that are even less appealing to me. If Bioware would still be a small studio making 2D RPGs like Baldur's Gate without any bells and whistles, I'd be perfectly happy.

#404
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naughty99 wrote...

Get Magna Carter wrote...

naughty99 wrote...

Get Magna Carter wrote...

I do feel that both DA2 and ME3 were balanced/structured round the presence of the dlc-only characters leaving me with an "incomplete" version.


You really felt Sebastian was essential for DA2? There were two other rogue companions and the content was tiny, reportedly 1-2 hours at most. This DLC did not look interesting to me at all.

The more quests and content, the better, of course, but my playthrough of the entire game with no DLC lasted well over 100 hours and it never felt like I was missing a superfluous companion character.

I did not say "essential". 
In DA2 each supporting character (other than siblings) was designed to wield 1 of the 6 basic weapon types with Sebastian as the generic bow user.  Varric as wielder of unique weapon Bianca seems more naturally belonging as dlc (except that the story ws largely built around him).
In ME3 Liara has an ability that boosts biotic abilities of team-mates - in my playthrough she was the only biotic on the squad (Shepard was an infiltrater, Kaiden died on Virmire, and no access to dlc)
I'm pretty certain my playthrough of DA2 was a lot less than 100 hours and I don't think I missed out on any sidequests so I'm not certain how you were filling up that time.

 

I bought DA2 on Steam and my first playthrough was 117 hours, made it up to the end of Act 2 and then had to start over using the EADM version, as I was helping to beta test one of the patches, which required a new save game.. I started over and played another 100-150 hours and made it to the beginning/middle of Act 3. 

Never finished the game, but overall I enjoyed it quite a bit, and never felt like the Sebastian DLC was missing. The voice acting for the vanilla companions was excellent, particularly Eve Myles, and the companion story arcs were generally well written and interesting.  All that was missing in my opinion were better side quests, some more interesting faction choices and more varied level design. 

Played on Nightmare difficulty and the combat seemed a lot more challenging compared with the DA:O combat on Nightmare setting. I really liked the fact that enemies could stealth and drink potions, and you have cooldowns, so you couldn't simply spam your own healing potions as you can in DA:O. Also never used tactics, instead I micromanaged every squad member action by pausing, so perhaps that resulted in more playing time compared with others who used tactics. 

I was interested in the Legacy and Mark of the Assassin DLC, but so far that has never become available for those of us who bought the game on Steam.   

Well I checked and I finished the game in about 50 hours (probably just under)...I know I could have spent more time at the local "house of ill repute" and there may have been 1 or 2 minor quests I missed out ,,though I did artificially expand the length of the game by wandering around seeing if I could find anything,,,so not certain what was taking you so long (unless high difficulty levels trippled the lengths of fights or something)

#405
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Ninja Stan wrote...

RaggieRags wrote...

Ninja Stan wrote...
Whether publishers want to sell games for $100 is immaterial. It's all about what the market will bear, and the North American market simply won't tolerate $100 videogames, and probably won't ever do so. They will, however, tolerate $60 games and the option to purchase additional content for little money.


Little? All the DLC added together can end up costing more than the base game. Obviously makes publishers love DLC, and me hate it; usually DLC is not a very good deal. It can be cheaper to buy a whole new game than all the DLC to a game. DLC is sold to people who love the base game so much they are willing to pay premium for a little bit of extra content. That's why I'd rather pay for a "complete edition". At least I'm going to know how much I'll end up spending.

Sure, but you're also paying the exact same price for a game whether it has 20 hours of play time or 120. You're paying the same price whether the game has zero replayability or infinite replayability. You're paying the same price whether a game took 18 months to produce or 12 years. You're paying the same price whether a game is rated highly or poorly. You're paying the same price regardless of the number of features, innovations, what tech is required to play the game, game engine, graphics/cinematics, number of models, amount of voice acting, number of playable characters, number of other platforms on which the game is released, etc.

And all of them need to sell copies in order to recoup the amount spent on development. Many gamers have a very specific definition of "complete game" in their heads, which is fine, but it usually ignores the complexity and financial wizardry that accompanies the game industry. Some folks say that asking the fans to learn more about the industry and how development works is wrong, but the number of simply misguided arguments I see from armchair economists, executives, and developers on the internet convinces me that I still need to provide some of this context for people. :)

I'm not saying that customers can never understand the development side of things, but if you want to persuade companies to do things your way, it'd be a good idea to find out if "your way" is even economically feasible from their perspective. :)

I think the whole notion of a standardised price is crazy for games and should be scrapped.
Of course, I accept in the real world things can be complicated and changes can have unexpected (and unwanted) side-effects - e.g. -games industry increases trade price and recommended retail price - result - a massive surge in  the used games market

The big problem seems to be development costs exceed what the retail market is prepared to pay.  
reducing development costs is difficult and inconvenient - so the industry tries for the more difficult solution of trying to get gamers to pay more
But the industry does not seem to understand pricing for retail consumers and are going about things in a heavy-handed/clumsy way upsetting the market 

#406
Addai

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Get Magna Carter wrote...

I think the whole notion of a standardised price is crazy for games and should be scrapped.
Of course, I accept in the real world things can be complicated and changes can have unexpected (and unwanted) side-effects - e.g. -games industry increases trade price and recommended retail price - result - a massive surge in  the used games market.

Yes, flexible price point works both ways.  With the ME3 backlash, there are people who wouldn't buy the game unless it was discounted or used.

If EA/Bioware continues to make McRPGs, maybe they figure it's better for them if they turn them all F2P.  That's about how much people are going to rate the games worth anyway.

But the industry does not seem to understand pricing for retail consumers and are going about things in a heavy-handed/clumsy way upsetting the market 

I really don't understand their marketing strategy.  Literally every time one of their suits opens their mouths, they alienate people.  Apparently it's not doing much to soothe investor fears, either, so who is it for?  I suppose this is where "artistic integrity" and pursuing your vision regardless of customer input comes in.

Another instructive tweet from Brian Fargo:

"I continue to see publishers underestimate the power of the gamers to push back on the disliked initiatives."

Modifié par Addai67, 25 août 2012 - 06:21 .


#407
Gatt9

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Ninja Stan wrote...

RaggieRags wrote...

Ninja Stan wrote...
Whether publishers want to sell games for $100 is immaterial. It's all about what the market will bear, and the North American market simply won't tolerate $100 videogames, and probably won't ever do so. They will, however, tolerate $60 games and the option to purchase additional content for little money.


Little? All the DLC added together can end up costing more than the base game. Obviously makes publishers love DLC, and me hate it; usually DLC is not a very good deal. It can be cheaper to buy a whole new game than all the DLC to a game. DLC is sold to people who love the base game so much they are willing to pay premium for a little bit of extra content. That's why I'd rather pay for a "complete edition". At least I'm going to know how much I'll end up spending.

Sure, but you're also paying the exact same price for a game whether it has 20 hours of play time or 120. You're paying the same price whether the game has zero replayability or infinite replayability. You're paying the same price whether a game took 18 months to produce or 12 years. You're paying the same price whether a game is rated highly or poorly. You're paying the same price regardless of the number of features, innovations, what tech is required to play the game, game engine, graphics/cinematics, number of models, amount of voice acting, number of playable characters, number of other platforms on which the game is released, etc.


You're misrepresenting things again Stan.

I pay the same price for a movie ticket no matter how many years it took to make.  I pay the same price for that movie ticket no matter what budget it was given.  I pay the same price if there's 5 minutes of CG imagery,  or 3 hours.  My cable bill isn't a sliding scale based on how long it took to make TV Shows,  and I don't pay more for a book depending on how long it took to write it.

Further,  Hollywood and TVLand don't treat every game as if it'll sell to every gamer,  those business people understand the concept that different genres have different potential customer bases.  They budget according to potential market.

I'm not seeing any reason why the Game Industry's inability to budget,  or even do real market research,  should be the Customers problem.  This all sounds like the issue actually is the Game Industry is in desperate need of better business leadership,  not DLC and gouging consumers.

Because the answer really is,  don't spend a ridiculous ton of money as if every game's potential market is every gamer ever.  Cutting out that 25%-30% that the Publisher adds to the cost of the game's development would help alot as well.  When you're spending a quarter to a third of your budget on people who don't actually contribute to the project is simply bad management.  There's no reason for Gamers to be expected to foot the bill for that many people not generating usefull work,  the first part of the Game Industry's problem is it's desperate need for Publishers to get themselves under control.


And all of them need to sell copies in order to recoup the amount spent on development. Many gamers have a very specific definition of "complete game" in their heads, which is fine, but it usually ignores the complexity and financial wizardry that accompanies the game industry. Some folks say that asking the fans to learn more about the industry and how development works is wrong, but the number of simply misguided arguments I see from armchair economists, executives, and developers on the internet convinces me that I still need to provide some of this context for people. :)


It's not ignored,  it's recognized to be bad business strategy.  The problem is the Game Industry is highly insular and very highly susceptible to Myth.  The Game Industry creates ideas in isolation and insists they are true regardless of how obviously wrong they are,  because they have little feedback from the outside since they've turned the Gaming Press into syncophants by controlling their paychecks.  For example a relatively recent Myth the Game Industry has created that it wants to believe is true...

"You can't launch a new IP late in a console cycle,  they only work in new console cycles".

Something easily demonstrated as false,  because every single console has been able to launch new IP's at the end of it's cycle,  and historically the launch of new IP's lead to strong sales in later generations.  Just a few minutes researching release dates for games on any given platform shows this.

Day 1 DLC is no different.  The Game Industry wants to hide the fact that it's terrible business strategy is killing sales,  So rather than take risk and actually make something other than a Shooter or Action-Adventure,  it tries to gouge the remaining consumers to make it look like they're still generating the same revenues without admitting that they're losing consumers.

We can even extend this to "Mobile!",  "Tablets!",  "Free to play!",  because it's easy to demonstrate that this is investor driven,  not actually researched or thought out,  and the Industry is jumping right on that bandwagon because they see a way out of creating 3D games,  letting them go back to 2000 era graphics and expenses while hoping to keep 2008 era sales.

I also note you like to toss around the word "Armchair" alot,  which is indicative of the condescending view the Industry has of it's consumers.  The use of that word is intended to try and indicate that no one can understand game development unless they work at a game studio.  It's software development.  Not all that different from any other software.  Further,  it's an entertainment medium.  Directly comparable to it's sister industries,  with the exact same market dynamics.  The condescending attitude of the Industry this generation is one of it's larger problems.

I'm not saying that customers can never understand the development side of things, but if you want to persuade companies to do things your way, it'd be a good idea to find out if "your way" is even economically feasible from their perspective. :)


It is.  Hollywood does it every day.  They don't treat every title as a blockbuster,  budget it according to historic sales,  and generate alot of smaller profits instead of massive losses because not everything's a blockbuster.  Works extremely well too.  Even if a blockbuster fails,  those "Non-mainstream" genres like Horror and Comedy still generate enough profit to cover it.

I don't see why Consumers need to understand anything,  and I'd argue that the Industry really doesn't want the Consumers to understand things.  Because if the Consumers understand that the Industry doesn't actually do market research,  it doesn't do real focus groups,  it's management side desperately needs "Streamlined" as it's adding ridiculous overhead,  it holds the Press hostage,  and it's strategy for deciding what to make consists of "What sold well last year" or "What are shareholders insisting is The Future of Gaming this week",  then the Industry would cave in weeks.  Right now,  alot of Consumers still think the Industry actually works on good business practices like market research,  market analysis,  lean business strategy,  and other good practices.  Let them find out it's an insular bunch of people who don't really understand the market and have no idea what they're doing,  and Gamers will become alot more critical in days at most.

Plus,  I suspect that if we go for full honesty here,  and the Consumers discover there really is a high degree of "Viral marketing" manipulating various forums,  all adding to the cost of a game's development,  the Industry is in desperate trouble.

I sincerely doubt that the Industry wants "Understanding",  I strongly suspect that what the Industry wants is to push out another Myth "Game development is too expensive!",  while continuing to hide it's real practices from the Consumer.

Modifié par Gatt9, 25 août 2012 - 08:23 .


#408
Elhanan

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Yes; Hollywood is an excellent example on creating quality work and not fast-tracking inferior products.....

#409
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That's completely irrelevant to Gatt's point.

#410
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One thing that seems odd is that games on multiple discs cost the same as those on just one disc - I believe that music CDs and video DVDs tend to cost more with multiple discs.

#411
Gatt9

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Elhanan wrote...

Yes; Hollywood is an excellent example on creating quality work and not fast-tracking inferior products.....


Yeah,  because Hollywood didn't give a Director with no blockbusters to his name,  only a cult following,  a couple of hundred million dollars,  and trusted him with a project of a type that has never been done before and has no historical sales model,  based solely on his proposal.

Oh,  no,  wait.  They did.  They gave Joss Whedon hundreds of millions to try Avengers and ended up with one of the biggest movie's of all time.

But that's just a flash in the pan right?  They'd never give a director control of one of the most iconic properties in modern history,  and let him completely rewrite it's iconic characters and mythology.

Oh,  no,  wait.  They did.  And JJ Abrams turned it into the biggest Star Trek movie in history.

I can do this all day.Hollywood's model is quite well developed,  and sound.  They give good ideas the money they need to be realized so long as the potential market supports that budget,  and when it doesn't,  they adjust things so it can still happen.  They take risks,  and often profit enourmously from it.  They trust their talent,  and give new blood with good ideas a chance. 

All you're doing is repeating the justification pirates use for why they illegally download media.  "It's all crap anyways!". 

#412
Elhanan

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Gatt9 wrote...

Yeah,  because Hollywood didn't give a Director with no blockbusters to his name,  only a cult following,  a couple of hundred million dollars,  and trusted him with a project of a type that has never been done before and has no historical sales model,  based solely on his proposal.

Oh,  no,  wait.  They did.  They gave Joss Whedon hundreds of millions to try Avengers and ended up with one of the biggest movie's of all time.

But that's just a flash in the pan right?  They'd never give a director control of one of the most iconic properties in modern history,  and let him completely rewrite it's iconic characters and mythology.

Oh,  no,  wait.  They did.  And JJ Abrams turned it into the biggest Star Trek movie in history.

I can do this all day.Hollywood's model is quite well developed,  and sound.  They give good ideas the money they need to be realized so long as the potential market supports that budget,  and when it doesn't,  they adjust things so it can still happen.  They take risks,  and often profit enourmously from it.  They trust their talent,  and give new blood with good ideas a chance. 

All you're doing is repeating the justification pirates use for why they illegally download media.  "It's all crap anyways!". 


Ever hear of Heaven's Gate? Battlefield Earth? Green Lantern? Yet, not all those that lost money are poor films, as I quite enjoyed The 13th Warrior, Soldier, and Krull to name a few. See here for more:

http://www.imdb.com/list/ycf_KGcR3IU/

But in the end, it is still comparing apples and another desired piece of fruit. Yet, many forms of entertainment offer their versions of DLC, be it paying for 3D glasses, special seating, etc.

#413
Ridwan

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Elhanan wrote...

Gatt9 wrote...

Yeah,  because Hollywood didn't give a Director with no blockbusters to his name,  only a cult following,  a couple of hundred million dollars,  and trusted him with a project of a type that has never been done before and has no historical sales model,  based solely on his proposal.

Oh,  no,  wait.  They did.  They gave Joss Whedon hundreds of millions to try Avengers and ended up with one of the biggest movie's of all time.

But that's just a flash in the pan right?  They'd never give a director control of one of the most iconic properties in modern history,  and let him completely rewrite it's iconic characters and mythology.

Oh,  no,  wait.  They did.  And JJ Abrams turned it into the biggest Star Trek movie in history.

I can do this all day.Hollywood's model is quite well developed,  and sound.  They give good ideas the money they need to be realized so long as the potential market supports that budget,  and when it doesn't,  they adjust things so it can still happen.  They take risks,  and often profit enourmously from it.  They trust their talent,  and give new blood with good ideas a chance. 

All you're doing is repeating the justification pirates use for why they illegally download media.  "It's all crap anyways!". 


Ever hear of Heaven's Gate? Battlefield Earth? Green Lantern? Yet, not all those that lost money are poor films, as I quite enjoyed The 13th Warrior, Soldier, and Krull to name a few. See here for more:

http://www.imdb.com/list/ycf_KGcR3IU/

But in the end, it is still comparing apples and another desired piece of fruit. Yet, many forms of entertainment offer their versions of DLC, be it paying for 3D glasses, special seating, etc.


That's why we have demos.

#414
Elhanan

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M25105 wrote...

That's why we have demos.


By we, if you mean gamers, demo's do not appear to have ended the complaints, disappointments, etc seen frequently. And films have test martket viewings, which are not always successful in finding 'bugs'.

#415
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Elhanan wrote...

M25105 wrote...

That's why we have demos.


By we, if you mean gamers, demo's do not appear to have ended the complaints, disappointments, etc seen frequently. And films have test martket viewings, which are not always successful in finding 'bugs'.


Why on Earth are films used any way in this debate? Games are completely different. Demos are there for a reason, so we can taste the game and see if we like the feel of it. It's there to help convince the buyer "Hey the demo of this game is pretty good" or "I don't like how this game plays, I'm going to skip it".

#416
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the movie equivalent of a demo would be a trailer
trailers are not enough for games because...games are interactive, games are generally longer than movies, games cost more than movie tickets

#417
Elhanan

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M25105 wrote...


Why on Earth are films used any way in this debate? Games are completely different. Demos are there for a reason, so we can taste the game and see if we like the feel of it. It's there to help convince the buyer "Hey the demo of this game is pretty good" or "I don't like how this game plays, I'm going to skip it".


Yet demos do not cease lesser products from being purchased; may help, but is far from fail-safe.

#418
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Elhanan wrote...

M25105 wrote...


Why on Earth are films used any way in this debate? Games are completely different. Demos are there for a reason, so we can taste the game and see if we like the feel of it. It's there to help convince the buyer "Hey the demo of this game is pretty good" or "I don't like how this game plays, I'm going to skip it".


Yet demos do not cease lesser products from being purchased; may help, but is far from fail-safe.



True, DA2 sold alot because of the name reguardless of how crappy it was.

#419
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Elhanan wrote...

But in the end, it is still comparing apples and another desired piece of fruit. Yet, many forms of entertainment offer their versions of DLC, be it paying for 3D glasses, special seating, etc.


How are we back on this argument again? The problem is not charging for cosmetic or creature comforts, like 3-D glasses or special seating. It charging extra for STORY CONTENT. You cannot on opening/release/debut (pick your entertainment industry term of choice) day have content that you charge more for right out of the gate. 

There would be outrage if a book came out with other chapters that could be read on Day One for extra money. Or a play that came out with a deleted Act opening night for an additional charge. Or a musical that came out with more songs on its first night of Broadway for a premium ticket. Of a movie with additional characters and scenes for just a few dollars more. 

All of these examples are laughable in other industries, yet in video games they are becoming the new norm... and video game companies don't see why consumers are upset? That just shows a monumental disconnect with how video game fans, and consumers in general, think, feel and act. 

#420
Seboist

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Gatt9 wrote...

Elhanan wrote...

Yes; Hollywood is an excellent example on creating quality work and not fast-tracking inferior products.....


Yeah,  because Hollywood didn't give a Director with no blockbusters to his name,  only a cult following,  a couple of hundred million dollars,  and trusted him with a project of a type that has never been done before and has no historical sales model,  based solely on his proposal.

Oh,  no,  wait.  They did.  They gave Joss Whedon hundreds of millions to try Avengers and ended up with one of the biggest movie's of all time.

But that's just a flash in the pan right?  They'd never give a director control of one of the most iconic properties in modern history,  and let him completely rewrite it's iconic characters and mythology.

Oh,  no,  wait.  They did.  And JJ Abrams turned it into the biggest Star Trek movie in history.

I can do this all day.Hollywood's model is quite well developed,  and sound.  They give good ideas the money they need to be realized so long as the potential market supports that budget,  and when it doesn't,  they adjust things so it can still happen.  They take risks,  and often profit enourmously from it.  They trust their talent,  and give new blood with good ideas a chance. 

All you're doing is repeating the justification pirates use for why they illegally download media.  "It's all crap anyways!". 


Another thing the Hollywood model does better is writing. They don't have the same preset group of hacks writing everything,instead they have various writers submit a script and only when they like one do they start production.

#421
Elhanan

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Fast Jimmy wrote...

How are we back on this argument again? The problem is not charging for cosmetic or creature comforts, like 3-D glasses or special seating. It charging extra for STORY CONTENT. You cannot on opening/release/debut (pick your entertainment industry term of choice) day have content that you charge more for right out of the gate. 

There would be outrage if a book came out with other chapters that could be read on Day One for extra money. Or a play that came out with a deleted Act opening night for an additional charge. Or a musical that came out with more songs on its first night of Broadway for a premium ticket. Of a movie with additional characters and scenes for just a few dollars more. 

All of these examples are laughable in other industries, yet in video games they are becoming the new norm... and video game companies don't see why consumers are upset? That just shows a monumental disconnect with how video game fans, and consumers in general, think, feel and act. 


Not sure how much deals with story content; personally not a fan:

http://www.amazon.com/b/?node=1084186

Then there are First Editions; purchases made speculating on the invested long term worth of the product. And the theater has those paying more for opening night performances. Etc.

Nothing new....

#422
Guest_greengoron89_*

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That's right, nothing new - just the same ol' barging in and shoving your opinion down peoples' throats, acting like a condescending ass to everyone, plastering irrelevant links and statistics everywhere, and gainsaying everything people say. You're as predictable as the sunrise, my friend.

#423
Morroian

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Fast Jimmy wrote...

Elhanan wrote...

But in the end, it is still comparing apples and another desired piece of fruit. Yet, many forms of entertainment offer their versions of DLC, be it paying for 3D glasses, special seating, etc.


How are we back on this argument again? The problem is not charging for cosmetic or creature comforts, like 3-D glasses or special seating. It charging extra for STORY CONTENT. You cannot on opening/release/debut (pick your entertainment industry term of choice) day have content that you charge more for right out of the gate. 


DVD Directors cuts, cds with extra songs..... its in the same ballpark.

#424
Fast Jimmy

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No, no its not the same ballpark. It's not even the same league.

DVDs with extra content are released... at the EARLIEST... six months after the initial theatrical release. More than likely closer to a year. CDs with extra songs are almost categorically anthologies, 'best of' or live albums. Almost never do you see brand new CDs (not singles or compilations) on the very first day of that CDs release marketed with another CD next to it with extra songs for more money. First Edition books are books without any editing changes whatsoever, the first time the book is sent to print - they are not designed to be money makers. And they do not have extra content for it.

That's what they are trying to push here - Day One DLC Story Content. Paying extra for more story from the first second it is on the shelves. There is no comparison to it that is valid because no other industry has done something like it. Even though they could have, in various forms.

Modifié par Fast Jimmy, 27 août 2012 - 10:05 .


#425
Rockworm503

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The other thing to note is that A lot of the deleted scenes taken out of movies are deleted for very good reason. No one wants to sit through 6 hours of boring dialog just to get to the good parts simply because the director can do it. And then some of it is released in the same disc the movie is with no extra charge... Woopdee doo. We're really going to compare first day DLC to deleted scenes that weren't even that good to begin with? That no one even notices unless their giant fanboys of the movie?