Alright, just had a chance to sit down at a computer instead of my phone to do a proper response to this.
[quote]Allan Schumacher wrote...
[quote]Peter Moore said that 40% attachment rate I quoted was for all of Week 1. We can assume a large amount of those were true Day One, but even if the full amount was lost during that first with a Week 2 DLC launch, that would only be 40% of the 1 million+ units of ME3 moved during the first week, equalling roughly 400,000 to 500,000 units, since we don't know the details of that "+" as well as Peter Moore. [/quote]
How about increase in collectors edition sales.[/quote]
I was making the assumption that Melo was doing what is always done in the corporate world - conflating two similar things as the EXACT same thing. I have little doubt that the 40% adoption rate of the first week's sales on ME3 included Collector's Edition sales as well as pure purchases. Since they are both income for the D1DLC, why wouldn't they combine the two?
However, in this context, one has to see the Collector's Editions as a negative. After all, it is the same price as the stand-alone DLC, but also includes other content or "swag." Assuming this swag was not free to design, produce and ship, it inherently will eat into the margins of the DLC sales, while a "pure" DLC sale will generate higher profits (because of, again, the same price point). So, in this light, I think Bioware as a company would much rather promote stand-alone DLC sales over Collector's Editions.
Then again, perhaps Melo was talking about a 40% attachment rate for the download alone. I'm not in a position to state one way or the other, but I have a feeling that with the rate EA was promoting these numbers, they were likely as high as they could be made for public presentation.
[quote][quote]"But again, for the 400,000-500,000 who bought the From Ashes DLC on Day One, revenue in the amount of $4-5 million was gained. While nothing to sneeze at, that is a drop in the bucket of the full sales revenue (barely over 1% for ME3's book of business). Is 1% worth a PR disaster? Even with 100% margins,
I can't imagine it being so."[/quote]
I think this is the problem.
You can't imagine it being so, therefore it can't be.-snip-[/quote]
No offense, but I'll skip the proper debate etiquette editorial to keep this whole thing on topic.
[quote]
Lets look at some problems with your earlier statements.
You compared the gross of the whole project to the gross of the DLC, while failing to account for the difference in markup. You know better than this, but we also both know that the greater you can separate the values, the more convincing the argument appears. You've since even compared it against *the entire trilogy* worth of sales, which just starts to come across as rather silly.[/quote]
I did no such thing.
ME3, as a single game, has sold 4.5 million across all platforms according to VGChartz (
2.78 million across the 360,
1.14 million across the PS3,
.79 million across the PC and (giggle-snort)
.06 million across the Wii U for an overall total units sold of 4,770,000 units sold. In my earier estimates, I rounded down to $4.5 mil for simplicity, but let's use these numbers instead so we can talk shop for real.
At $60 a pop:
4,770,000
X $60
$286,200,000
Over $286 million. In my earlier estimates, I rounded this down to an even $200 million to be extremely conservative and lend more credence against my argument, stating possibly returns and discounts. So I'll go ahead and give that berth again.
[quote]A breakdown:
A million units in first week, at $60.[/quote]
Now, I'll stop you here really quick. I used all sales across the entire lifetime of the game for a reason. Paid D1DLC instead of, say, D14DLC, only generates extra revenue for that first week or so. Otherwise, it provides zero benefit that wouldn't be realized by a different model/release date. Yes, whether that revenue was high or low or if the money came in earlier or later (although the timeline of an additional two weeks wouldn't do a whole lot to the Cash Flow argument, I'll concede I don't have enough visual to say with 100% certainty) do play factors. And, of course, Free D1DLC will be free no matter what, so it generates no revenue. But in the grand scheme of things, Paid D1DLC is meant to have its highest value in the days right after release.
However, the POLICY of Paid D1DLC affects the entire product. It can result in negative press. It can eat up resources trying to put out PR fires. It can reduce overall net sales. In a nutshell, even though the window of when the D1DLC can generate actual cash flows is small, it can affect the entire product lifecycle (and, arguably, beyond the product life-cycle into the genreal portfolio of business for other games... but let's just stick with one thing at a time here), hence why I used that number.
But, sure. We'll go with Week 1.
1,000,000
X $60
$6,000,000
$6 million in revenue for the first week of sales of ME3.
[quote]At 10% profit, the DLC represents 67% of the profit of the base game at that time.
At 20% profit, the DLC represents 33% of the profit of the base game at that time.
At 30% profit, the DLC represents 22%...
At 40% profit, the DLC represents 17%.
At 50% profit, the DLC represents 13%.
And so on.
Now, can you
imagine that a 13% - 67% increase in the numbers that affect the bottom line may be perceived as a good thing? Or is that still just not possible?[/quote]
As I stated above, I was operating under the total gross revenue of the product because the decision of using Paid D1DLC can have ripple effects across the rest of the lifecycle. But if we are using the first week's revenue alone, then yes. The percentages you gave are correct.
However... this is overlooking something huge. In my original estimates, I gave the benefit of the doubt of 100% margin on DLC. I did so to give more credence to the overall argument against me, so my argument could be best evaluated..
But what does a 100% margin really represent? 100% profit. No cost. Which, when you think about it, is the same as making the statement that the D1DLC was completed before certification was over (or, at the least, all work done on the DLC was folded into the original budget, regardless). Which is obviously not the case.
The very difficult thing to handle when talking about margins is understanding their complexity. It is exceptionally thorny to establish clear margins, particularly so in a non-manufacturing model (like the software entertainment one). Because you are not saying "raw materials cost $5 per unit, labor costs $3, and distribution cost $6, so we can charge $20 a unit and make a $6 margin per unit." You're saying "the retailer gets $10 per new game sold, the Fulfillment and Manufacturing of the disc costs $5 per game, and we've spent $100 million making this game. So at $60 a pop, we earn back $45 a game, so we need to sell at least 2.2million units to break even, anything after that point is pure profit."
Given that a much more weighted cost is based on the aggregate product, not on the per unit cost, margins fluctuate with volume and volume alone in many cases. If your projections say you think you are going to move 2.5 million units, you calculate your margin to be $5 a game after development costs in the above example. If, however, you turn out to sell 3 million, your margin jumps to $11.67 a unit (more than double what you had expected).
Point being, as you sell more, your margins go higher. So any calculation we make about margins would need to take the base cost of development (along with all the other costs, such as marketing, coproate infrastructure, events for promotion, web services, etc.) to truly have a clear idea of calculating these margins clearly, since one week to the next would drastically change them (again, as opposed to the manufacturing model which is much more flat in terms of profit/per unit sold).
So the D1DLC (and any DLC... or game, for that matter) becomes more valuable and cost effective as each additional unit is sold. The question then is... what ARE the margins on DLC? Projected and realized? That's not a question I'm sure many developers are comfortable answering, simply because DLC skips most of the per/unit costs associated (manufacturing and distribution is much more flat with an all digital-medium). The industry-wide accepted price of $10 means the more sold, the more it becomes a source of pure profit. If 30%, 40%, 50% or more is profit, why then is it priced so high? In addition, how big of a revenue loss is giving away D1DLC for Free REALLY, in terms of development costs?
But moving on... $4,000,000 (assuming the nasty implications of a 100% profit margin) is a flea on the back of $200,000,000, plain and simple. Even with the lowest margins possible for the base game (at which, I would just say why not increase the price if this is really the case) and a full profit margin for D1DLC, it becomes a matter of high cost to high reward in even the most lobsided of equations.
[quote]Factors overlooked:
Collectors edition purchases. How many people bought collectors editions that would not have? Rather than asking "Do you think it is significant" (because I know the answer to that), I'll ask "Do you think it
could be significant."[/quote]
I think it could be significant. I think it could be a siginificant hit to how long it takes the DLC actually reaches the "pure profit" mark.
I'm not going to guess how much the extra do-dads and containers for the Collector's Editions cost Bioware, but packaging the DLC with them and keeping roughly the same price point says, to me, a LOT about how both DLC as well as materials in Collector's Editions are (over)priced.
[quote]Getting the same amount of money sooner is always better than getting the same amount of money later. It is *trivial* to see this across gaming (and the market in general), as stuff like Day One DLC for *free* with a preorder is very, very, VERY common. I actually preorder more now (although still infrequently) than I did when preordering was necessary to ensure a copy, because I literally get more value for my money by doing so. If I expect to buy a game at release (i.e. EU4, Rome 2, and possibly Saints Row 4), and it has a preorder incentive, I usually preorder it. This gives them less overall on the bottom line, but gives them the money sooner. There are a lot of advantages for providing a preorder incentive, even if it means "giving stuff away." It's one thing to say that From Ashes is bad long term, which is a position I can certainly see. But in the short term, it's pretty clear that many businesses would rather take less money that is guaranteed sooner, rather than wait and possibly make more money.[/quote]
And would it not be even MORE incentive for people to pre-order if said DLC incentive was free? Rather than paid?
I think you may have been glazing over some of my posts over the last day or so (understandably, I often have diarheea of the mout... errr... keyboard.
I'm pretty much promoting EVERY OTHER possible DLC or alternative stream as being better than Paid D1DLC. Each and every one (Season Pass incentives for CEs instead of D1DLC, D14/Week 3/4 DLC, Free D1DLC... heck, I even threw out the concept of a Fund-Raising DLC, where all proceeds could go to funding a toolkit, to get a bit of a crowd-sourcing hype going) has benefits outside of straight revenue. How strong these benefits are (as well as how negative the benefits of the Paid D1DLC are) can be difficult to track, let alone prove. But looking at the benefits gained from Paid D1DLC? A $4-6 million (I say six here as total conjecture, since Melo says D1DLC sales drop off exponentially after the first week, but does not say to what degree - I figure 50% is, again, being very conservative to the side I am opposing) surge in revenue over the course of the entire product lifetime (which can approach close to a quarter of a billion in total revenue) simply does not seem like a reasonable business move.
[quote]Press: How true is the old adage "there's no such thing as bad press?" (I actually don't know, but I know some believe it). This may apply more to the ending itself than the DLC, but there are large articles about the DLC. Yes, maybe Erik Kain's article whipped people into a furor and maybe even contributed to less sales. How many people did it go "I wonder what the big deal is" or for some ended up being "Oh man there's some extra content already available?" because they didn't actually know about it. Is it
possible that despite the outrage, it may have been mitigated enough by the exposure?[/quote]
It is possible, yes.
Then again, given the number of people who have popped in this thread to express what many would call "ignorant" positions on the nature of Javik being 100% on disc, that Bioware was ripping them off and that Paid D1DLC is a shameless cash grab, I'd say it might be possible that it wasn't mitigated all THAT well. Maybe just eclipsed by bigger clusters of flucks that had people throw up their arms at the Bioware name that it wasn't even worth making more of a stink about.
[quote]The problems with "arguing to win:" You refuse to point out potential benefits, nor concede that your hypotheticals may not only be incorrect - but could even be opposite.. You either come across as not knowing about those potential benefits, or give the impression of intentionally withholding them. Neither of these strengthen the perception of your argument, especially when you use such strong statements as how you can
imagine how it's better.[/quote]
On the contrary, the benefits of Paid D1DLC are what have been the forepoint of my argument. Because there is only one - increased revenue in the first week or so. It accomplishes nothing else that a Free D1DLC or even a D14DLC wouldn't accomplish in terms of promoting players to go online, to hamper pirated copies, to give fans content in a reasonable time frame to keep them playing and to allow resources that would have been dormant to instead finish assets that would have been wasted.
I'm struggling to find a benefit that Paid D1DLC has besides the money that, again, isnt' covered just as easily by another model. If I am overlooking something, please let me know so I can properly adjust my thought process.
[quote]Saying you can't imagine it gives the perception that you're being myopic in your focus and possibly just being unreasonable.
Saying you think it's not the best thing for the company going forward, however, would actually put you in alignment with my own feelings.[/quote]
I have a pretty active imagination. I'm also no stranger (at all) to business acumen. Therefore, when I say I can't imagine there is an instance where Bioware comes out ahead of the negative press for the small amount of revenue Bioware as, in a roundabout way, conveyed they gained from the practice that is the source of said negative press, that really says everything for me.
I'm not asking to see precise financials. Simply because no matter how many ways I tilt the numbers, I can't imagine them being enough. It's not that I don't think many of the arguments made here don't have value - that players don't act like they say they will (no argument here), that negative press isn't always bad (name recognition is a hugely powerfulthing), that most people don't care (I wouldn't have a doubt that 1/20 ME3 buyers polled might respond with a truly negative opinion) or any number of other arguments. They have a large possibility of being partillay or completely true.
But at what point does the revenue gained truly outweigh even the RISK of any of the above arguments being wrong?
[quote]Which perception of you would you like me to have as reality? How does my perception of you and your arguments change based on prior interactions with you, and how will those perceptions alter how much I read into your future posts? You'll have to weight the advantages of whether or not it's worth it.[/quote]
I've not been nasty, nor have I blatantly ignored the posts or arguments of others on either side. I have violated zero rules of conduct and have offered real factual numbers, at least as best as Bioware has been open about. I've not made huge deviations in my math (simple arithmetic) and made clear when I was positing conjecture and when I was presenting fact (or, at least, fact as the public knows).
If that makes anyone feel I'm not a person worth having a conversation with, I can respect their opinion. But I'd say, at least of the regulars here at the BSN, that is a minority.
Modifié par Fast Jimmy, 02 août 2013 - 12:33 .