Looking at this past fall's AAA releases for Playstation 3 and Xbox 360, you've got games in all genres, you've got sequels and originals, you've got hits and flops. But all of these them, save for a handful, have one thing in common: paid downloadable content.
I went through the list and I could come up with only four major releases for the two high end consoles that haven't released, or announced, paid DLC: "Left 4 Dead" (only free DLC so far, though paid is surely on the way), "Pure," "Saint's Row 2," and "Resistance 2" (no nothing yet for those).
It's a pretty remarkable evolution from just a year ago, when big games like "Assassin's Creed," "Bioshock," "Uncharted," "Kane and Lynch," "TimeShift," "The Simpsons Game," and "Ratchet and Clank: Tools of Destruction" all came and went without paid DLC.
What's the reason? Well, in a word, it's this . As theSlate article explains, the cost of development for the PS3 and 360 has ballooned compared to the last generation (the article actually purports to be explaining all of the videogame industry's economic woes, which it obviously doesn't since there's not even a mention of the Wii. But for our purposes, it works).
As anybody in the video game business will tell you, that's just the start of the problem. Sales for these high end titles are falling thanks to a hugely competitive market and the
relatively low install base compared to the last generation (the
Playstation 3 lagging behind the PS2; the 360 about equal with the
original Xbox; and the Wii requiring completely different design from
the others, unlike the GameCube). That's why so many publishers are
fretting so much about anything that isn't a sequel to a huge franchise
like "Call of Duty," "Halo," or "Grand Theft Auto." The results are
more often "Mirror's Edge" than "Left 4 Dead."
(The Wii is of course a different animal. There's not a good distribution system for DLC and development costs are significantly lower. The challenge for most publishers who aren't Nintendo is just selling discs in the first place.)
Despite those dynamics, publishers aren't able to raise prices. We've
been at $60 for 360 and PS3 titles since this console generation begin
and, amidst a recession, we're unlikely to change anytime soon. The
pressure is going in the other direction, in fact. If a game isn't a
best seller, publishers have a tough time keeping it at $60 (witness EA's recent price cut for most of its 2008 releases).
DLC is a major solution to this problem. Not because the additional revenue is all that significant. "Call of Duty 4's" heroic map pack appears to have been the most
successful piece of DLC so far, selling 1 million copies on Xbox Live
alone in its first nine days ($10 million in revenue). Assume a few hundred thousand more copies
after those first nine days on 360 and then on Playstation 3 and you get maybe $15 million or so. Given that "CoD 4" sold over 10 million units at retail, earning over $600 million, that's not much.
But it's hugely profitable, much moreso than the game itself, because the production costs are much lower. That's true whether you're talking about new in-game items (like "Dead Space"), a new area with missions (like "Fable 2's" Knothole Island) or even an entirely new story set in the same world ("GTA IV: The Lost and Damned").
When consumers measure the value of DLC, the default seems to be comparing the content to the total in the retail game. If the DLC costs $10 and it takes about five hours to play, while the $60 retail version took about 30 hours, that seems like a fair value. Except it doesn't cost close to 1/6 as much to produce. A lot of the costs baked into that $60 aren't actual level production. They include early prototyping, character design, controls, mechanics, camera position, menus, and of course all the things they tried that didn't work.
With DLC, that stuff's all done. The controls, the camera, the engine are the exact same in "Operation Anchorage" as the rest of "Fallout 3." All the developers have to do is build new assets in the same aesthetic they've already used and maybe design some new missions. That couldn't cost more than a few hundred thousand dollars. Maybe a few million in the case of a really big piece of DLC like "The Lost and Damned."
(By contrast, for an original downloadable game like "Watchmen: The End is Nigh," the publisher has to take on all the costs of a normal game. So it's no surprise that game costs $20, but only has a few hours of actual gameplay, about the same as the $10 Knothole Island.)
It gets even better for publishers. Not only is it a lot cheaper to produce DLC compared to the selling price, but the there's no costs to manufacture the game and ship each copy to a retailer. And after all that, you don't have to split the revenue as widely. On a typical $60 game, about $20 goes to the retailer, $20 to the console manufacturer (Sony or Microsoft or Nintendo), and $20 to the publisher.
For DLC, however, the publisher only has to pay approximately 30% (negotiable, of course) to Microsoft or Sony. That means it's getting literally twice as much on the gross dollar as it is for a disc game. (It's a little different for the first party games Microsoft and Sony publish themselves, of course, but the same principles apply).
No wonder virtually every major 360 and PS3 game now has DLC. All the publisher has to do is build another level or some new maps -- or in the case of some games like "Tomb Raider; Underworld," hold back stuff originally intended for the game -- and the game can be significantly more profitable.
Most of it isn't too innovative -- typically it's new missions or geographical areas that extend the game, or maybe some new items you can use. But we're starting to see developers think creatively. "The Lost and Damned," for all its flaws, introduced new characters that fit smoothly into the universe "GTA IV" created. I'm really impressed by EA Sports' idea to put out a compressed version of "NCAA Basketball" that centers entirely on March Madness.
DLC sales don't show up in NPD charts or any other regularly publicly disclosed data. And they're not certainly not significant enough to turn a flop into a big hit. But for those games on the margin, the ones that sell OK but not great, it can make the difference between loss and profit for a publisher, transforming an unattractive economic model into one that's worth the investment.
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