Don't worry, you're among good company and like-minded people here.This is one of those times I'm glad I have great resistance because what I want to say is totally ban worthy.
But the audacity to call us 'entitled' gamers... Even for those of us that pay for xbox live... the fucking nerve. The fact that he can belittle us 'entitled' gamers and make a living off said gamers is a fucking joke.
I really wish ... I'll just stop.
"The solution is to figure out a way to charge for multiplayer, but gamers have a sense of entitlement, believing 'once free, always free', so this one is tricky.
They do.
It's called an MMO.
With that extra detail in there, I don't think he's off base, really. The dollar-per-unit-time ratio surely feels like it has gone down (my opinion) and that drags down packaged revenue. No reason not to pursue ways to increase the ratio, if the market will accept it.We believe the migration of sales to digital is destined to continue, particularly as free online console multiplayer gaming continues to soak up all available hours. In our view, games like Call of Duty generate average revenues per consumer of around $75 annually, consisting of the packaged goods purchase, DLC purchases, and modest contribution from subscription services. The average player spends an estimated 500 hours annually playing these games, suggesting that revenues per hour of game play are close to $0.15. In past years, players paid $60 for a single player experience lasting a typical 30 hours, or $2.00 per hour. This suggests that online console multiplayer gaming is cannibalizing revenues for the industry, by providing significantly more value to consumers than gaming has in past years. We don’t mean to suggest that a player logging 500 hours on multiplayer would have purchased 15 games had multiplayer not been available; rather, we believe that approximately half of the players who spend 500 hours on multiplayer would have purchased ONE additional game for $60 had multiplayer not been available, generating $90 in annual revenue rather than $75. Given that the combined online multiplayer audience represents approximately 1/3 of all PS3 and Xbox 360 owners in the West, it is clear that free multiplayer gaming is a serious drag on packaged goods sales each month.
We expect this flaw in the current business model to be addressed next generation. While we don’t believe that current experiences will be dramatically changed, we do expect new models to emerge with new titles, and we think that the subscription and premium multiplayer experiences revealed in the past year (Call of Duty Elite and Battlefield Premium) will evolve with other games to require subscription-like payments as new multiplayer experiences emerge. Ultimately, it is incumbent upon the publishers to address the eroding prices paid by consumers for increasing hours of entertainment, as the current model is flawed and has resulted in lower overall revenues and profitability for the industry
This suggests that online console multiplayer gaming is cannibalizing revenues for the industry, by providing significantly more value to consumers than gaming has in past years
I don't know if it's been explained, but here is a bit more about what he has to say about the subject. I don't think he'll mind me sharing. Emphasis mine.
With that extra detail in there, I don't think he's off base, really. The dollar-per-unit-time ratio surely feels like it has gone down (my opinion) and that drags down packaged revenue. No reason not to pursue ways to increase the ratio, if the market will accept it.
edit: Yeah, it seems like he's calculating (total hours played of every game added together in one year) divided by (cost of one game) to get his revenue per hour number. That almost seems fraudulent.
Basketball's cost don't go up, games do.--
'Welcome to Walmart, how can I help you?'
"I'd like this here basketball, please."
'A basketball hey, that will be fun. That will be $19.99....
-- UNLESS ---'
"Unless what?"
'Unless you plan on using it to play with other people.'
"What difference does that make?"
'Well, then it's 19.99 for the basketball, and an additional $1 per day for using it with friends.'
"Sick, that sounds totally legit!"
--
We're spending the $60 frickin dollars on a frickin game for 4 hours campain BECAUSE of the multiplayer. We're paying our ISP, we're playing Microsoft for XBL (if we have any sense, cause PSN is Fing garbage compared to XBL when it comes to partying up for games of NHL, COD etc), and Activision is milking many of you for COD elite. Gamers are paying $60 for the game each year, $50 for elite each year, and now Pach thinks more money can be extracted for still another online fee?
People will balk at this imo. Too much is too much, already. If they want to hike the cost of the game by $10 or something, then that will probably sit better with people than a whole new "online" charge on top of all your other online charges.
Rubbish, Pachter.
HahahahaI hope so. This would make multiplayer less popular and we'd get less BLUNT TRAUMA
Haven't pretty much most MMO's in recent years that tried to chase after the WoW money crashed and burned hard? I'm sure it will be a great idea for the industry to do the same for the rest of their games too. Pachter giving good advice as always.
I think the solution is to roll out serialized multiplayer content and charge something nominal, like $1 per week.
As long as Xbox Live Gold subscribers are exempt I don't care.
I won't pay to pay to play.
Basketball's cost don't go up, games do.
"I think the solution is to roll out serialized multiplayer content and charge something nominal, like $1 per week. We'll see who makes the first move, but I'm betting it's Activision,"
Basketball's cost don't go up, games do.