Vinci said:
Of course it's nice to be able to do that. Traditionally that's done through a sequel, but now we're gearing up to try and push out DLC of undetermined size and quality out over a long period of time and hope that people don't rush off to another game based on the novelty factor or because they've grown bored with the experience they were getting earlier.
I'm tired, and so I'm finding it difficult to properly explain what I mean.
I'm not denying that DLC may, at the end of the day, sell to very few people (as a percentage of the overall userbase). However, there's power in numbers. Consider FarmVille: even if only 1% of its entire userbase only buys $1 of digital content a month, considering the 30million+ userbase, they generate over $3.6million of revenue a year. Heck, you only need 0.1% of all people to spend $10 a month to get the same affect.
Currently, lowering the price of a retail game is a risky proposition as you need to sell more copies of the game to produce the same return as when selling the game at a higher price point, and you may end up just making less money. If you can monetize the fanbase
after they've paid for your title, however, then selling your game for less becomes much more favourable. Consider the following example:
1% of all customers who buy Bayonetta then go onto buy the "Super Tits Expansion Pack" for $10.
One option is to sell the game for $60, at which price 100 people buy the game: you make $610.
Another option is to sell the game for $320, at which price 200 people buy the game: you make $620.
I think that this is the kind of advantage which Jason Rubin is talking about, not "OMG! This cool new game just got awesome DLC! I just
have to have it!"
In a way, what DidntKnowJack is talking about is the same reason why DLC is a limited time offer. Too many games are coming out that are too similar that are all drawing from pretty much the same userbase. And these companies are spending millions and millions of dollars to do whatever is necessary to make sure their title isn't ignored. How is DLC supposed to compete with that?
I'm not sure I understand what you mean. In any case, the point isn't to use DLC as a bullet point on the back of the box; the point is allow you to squeeze extra money out of the people willing to spend it, whilst simultaneously allowing everyone else who can't be bothered with it to avoid it (and, ideally, to enable you to lower the base price of the game so that you can then sell your game to more people, some of whom will then go on to buy DLC).
Y2Kev said:
We've got two different ideas at play here: first, that a market is healthy (that is, it can clear successfully, there are no "market imperfections" in the form of externalities), and second, that an "industry" is healthy. The first is really a matter of market theory, and the second is almost normative. I've already commented too much on the latter, frankly, and I don't know if I feel that strongly about what I've said.
But I do still believe we have too many products with costs too high, both in costs that are capitalized and those that are immediately expensed (like R&D). EA is the prime example.
I'm not sure I quite understand your post, so I can't comment extensively, but my basic point is that it seems that our understanding of a "healthy" market rests on more than just "is consumer demand being fulfilled" (including such factors as the number of people employed, how profitable companies operating within the industry), such that we'd be reluctant to call a "one game produced a year and sold to one consumer" game industry healthy.
I may be conflating "market" with "industry", when one should refer to demand and one should refer to supply.