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Why it's increasingly significant that there's no DLC in NPD

CallDutyWorldWarMap As everyone prepares for NPD's report of what was likely a slow- to no-growth March for the video game industry (thanks largely to tough comparisons to last year's mega-hit "Super Smash Bros. Brawl"), I'm particularly struck by this point made by research firm EEDAR in its sales preview:

[T]here is a considerable opportunity for all publishers to produce an additional 3% to 5% in top-line revenue with every major AAA title by leveraging the DLC market. As downloadable content (DLC) becomes more mainstream and embraced by consumers as a means for entertainment distribution, we expect revenue opportunities to grow even larger. By the end of 2010, the average AAA title should be able to earn an additional 10% in revenue by releasing additional content through digital distribution.

I've previously written about how important I think DLC is becoming to the Xbox 360 / Playstation 3 business model. To take a recent example, I'm told by a good source (though Rockstar hasn't confirmed) that "Grand Theft Auto IV: The Lost and Damned" has sold around one million units on Xbox Live. That's over $20 million in gross revenue and would be approximately $14 million for Rockstar, if it hadn't already done a $50 million deal for two DLC chapters with Microsoft.

"Call of Duty: World at War" similarly sold a million-plus units of its "map pack 1." That's over $10 million in revenue and more than $7 million forActivision (given the way Bobby Kotick drives deals, I'm willing to bet Activision gets more than the standard 70% from Sony and Microsoft). 

Most importantly, the margins are much better for both pieces of DLC than standard retail games. While they arguably have one-third and one-sixth, respectively of their original games' content (thus justifying the consumer price ratios), the production budgets are much lower than that. After all, they reuse the same engine, art style, user interface, asthe retail titles. That stuff is expensive to design.

LostDamned2 For most AAA 360/PS3 games to make an extra 10% in revenue, with higher profit margins, by next year, is a very big deal. But we'll never understand just how important it is. At least not in a systematic way. BecauseNPD doesn't track download sales. Microsoft and Sony, the sellers in this case, guard that data jealously.

Sure, occasionally they or the publishers issue press releases when they have a big hit, as with "World at War." And publishers will inevitably give Wall Street some insight into their DLC revenue as it becomes an increasingly important part of their bottom lines.

But the numbers will be scattershot. We won't have any comprehensive tracking the way we (kinda) do with NPD.

Add PC sales, cell phones, and Web gaming to the growing amount of DLC and there's a huge video game industry outside of the retail consoles sales NPD tracks. Which means the figures upon which most of us analysts, journalists, and other interested folks rely are becoming less representative of the business, particularly its high growth areas.

More and more, it seems like the the NPD figures are becoming for the video game biz what box office grosses are for film: An important set of data that shows only one part of a dynamic and diverse industry.

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Ben Fritz

gutomava, NPD may track some overall subscriptions, but it
definitely does not have access to specific DLC sales data for its subscribers or the press. Only Activision knows exactly how many "World at War" map packs have been sold (and Sony and Microsoft each know their share).

gutomava

But npd does track online subscriptions and offers various degrees of information on this kind of thing for subscribing clients. Get your facts straight. Just because they do not provide insight on this to media does not mean they aren't tracking it.

James

Although it is probably for the best that NPD maintains its brick-and-mortar focus, shouldn't there be another organization that does the same thing for downloadable software? For better or worse, DLC is becoming the norm, and now even the Nintendo DS has downloadable games. As the industry changes, analysts have to keep up, and they can't be expected to do that if the source of half the industry's revenue is kept concealed.

L.B. Jeffries

I love it, the AAA game is becoming the equivalent of the console business. Lose money on the ridiculous budget and manpower it takes to make the basic game and then make it all back with the subsequent DLC.

Who knows? Maybe it'll lead to price cuts in the initial game and if I decide I like it I can go on to buy the additional DLC to "finish" the story.

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About

Chris Morris reports on the business and culture of video games and offers analysis of recent events and industry trends.
Tips and feedback are encouraged at chris.r.morris-at-gmail-com




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