Stanley Woo wrote...
Branji wrote...
Bioware/EA didn't barely break even with their games. They made a lot of money, and of course money is your friend. Bioware/EA can (unless there was huge mismanagement) easily afford to spend a little money on making patches. As an example: let's say that Bioware/EA has a team of 10 working on patches after release. and money is set aside to pay them. Make it $75,000 each for one year. Okay, that's $750,000. That equals 15,000 boxes sold. Make it 20 workers and $1,500,000. That's 30,000 boxes. Dragons Age sold in excess of 3 million copies.
Let's play with your numbers, since they're good, round numbers. So you're saying that=, because we sold 3 million copies, we can afford to develop something which would "cost" 30,000 copies. You'd be right, except that that money doesn't go to us directly. The retailer does not ever send us a cheque.
Minimum money that goes back to publisher from a $60 sale is $25 (That is accounting for retailer margin, console royalty, distribution,etc) . Depending on the agreement between publisher and dev studio, there is a percentage that goes straight to said studio. In Bioware's case, as you are now owned by EA, I would assume so do your finances, so the cost of quality can be immediately considered against the $25. So going by the numbers above, 750,000 usd / 25 usdpercopy = 30,000 retail console copies sold needed. This is before you account for online distribution or the considerably cheaper PC process. It is really not overly expensive by any means and it would be a very worthy investment to sustain a competitive advantage. I think any RoI calculation that involves adequate market data would confirm this (and that is the reason successful software companies patch their products)
Stanley Woo wrote...
You can't convince me that Bioware/EA can't afford to make patches. Bioware /EA has lost some fans due to the very slow patching (yet the DLC zips through approvals). If just 50,000 fans were lost, patching properly could get them back to buy more games. That's over $2,500,000 gained. Those fans should be able to bring in more than enough to pay for patching.
Define "patching properly." And can you guarantee that doing so would get back at least 50,000 fans (using your numbers again). And how would you guarantee that, considering we get lots of people saying they'll buy a copy if we do this or that but there's never a contract or any way to enforce it? Simply making up numbers to get a company to commit real dollars for made up gain doesn't usually work, I'm afraid. Besides that, I think that when numbers get high and complex enough, our understanding of how they interact becomes muddied. 
There is no need to go into numbers. Crash to desktop, cannot complete game glitch/bug, 15fps combat, freezes, 5 minutes loading screens and the like are certainly things that will garner your games a reputation for being frustrating rather than entertaining. If, as everyone assumes, there is a "dumbing down" going on to appeal to a wider audience, they are the first ones that will turn away the second anything gets demanding or mildly unpalatable.
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Side note, I agree darkrose

I'm sure he doesn't do it on purpose.
darkrose wrote...
That said, there are enough
game-breaking bugs in Awakening that as a player, it's incredibly
frustrating. I can't speak for anyone else, but your posts here come
across as defensive, and not acknowledging the legitimate frustration
players are feeling after four months.