EdwinP Posted October 30, 2009 Share Posted October 30, 2009 These days you can't make money selling users a single game through a retailer - unless its a best seller. You need to offer a product that gives you a constant stream of income - either via a monthly feee (i.e. WOW) or a constant stream of expansions that are so low priced that a fan of the game finds it hard not to purchase it. From what I am reading the new Dragon Age Origins business model is to follow the game release with a constrant stream (i.e. monthly) of add-on adventures and enhancements that players can purchase directly from Bioware (EA). The improved toolset will allow their design experts to turn out these high quality enhancements at a minimal cost. This makes perfect sense, a $40 game of which Bioware receives $20 (50%) from retailers can easily become a $100 game of which Bioware receives $20 + $60 in addons. If they later offer a subscription model for these add-ons they will have a guaranteed stream of income for a specific period of time. They are doing what Atari should have done with NWN2 and TOEE. Release a constant stream of direct purchase updates to increase the lifetime value of the product. Take TOEE (Temple of Elemental Evil) for example, here you had a game with the best turn D&D based tactical combat engine of the time. There were no expansions or add-ons (other than the free and idependently developed Keep on the Borderlands by CO8.oRG). The game died, and they did not maximize its potential income. It would have been a relatively inexpensive matter to offer a TOEE subscription package that offered new content monthly to the core package (new classes, spells, NPCs, magical items, races, creatures, quests and adventures) that utilized the existing locations and added new adventure locations for say $9.95 a month - thats about $120 a year - the price of 3 games. If sales did not meet profit projections they could have stopped the subscriptions. Link to comment Share on other sites More sharing options...
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