Let me use the Shale Stone Prisonerdlc as an example. The content for Shale was originally cut because Bioware could not get it to work to meet the deadline. As we know the deadline got pushed back so that the console versions could be developed. During this time a small part of the team continued to work on the Stone Prisoner which meant that more development costs were incurred for the PC version and the Stone Prisoner had to be converted for the consoles (more development cost).
Bioware/EA ate the cost and gave the Stone Prisoner away for free. That is not a sustainable model for business. That simply cuts into the profits. While is maybe a sound goodwill gesture, financially it is not. A public company will take a lot of heat from their investors if it tried to do that all the time. In fact you can almost guarantee some replacements would be coming in the board and management.
But they didn't give it away for free. They gave it away for free to those who bought new copies of the game. Then they sold it to those who bought used.
This promotes new game sales (which result in a 100% increase in revenue and profit, since developers/publishers don't see a dime of used game sales) and also earns revenue for those in the used game market who bought the game on discount and are intrigued by the DLC in question (just li every other piece of DLC).
I'll quote my above made up math in case you didn't see it. If you sell 500,000 copies of D1DLC at $10 a pop, that's $5 million in revenue. Not bad.
But let's say you give that DLC away for new copies. And let's say that it results in just 5% of your sales to be new copies instead of players who would have bought used. For even a modestly successful game like DA2, that is 100,000 units. This would result in (at $60 a pop) $6 million in additional revenue, revenue not seen if these players had bought used. Factor in maybe an additional 50,000 users who did buy used and also want the DLC and you've got $6.5 million total in revenue.
Now, the DLC sales may be more (although I doubt exponentially so). And the uptake method of used game gamers to new game might be lower (but 5% is fairly conservative, in my estimation). But it still puts the two models neck and neck and if there is consumer goodwill with one and a PR nightmare with the other... why even risk it?





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