Microsoft Discusses Value Of DLC

Andy Chalk

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Nov 12, 2002
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Microsoft Discusses Value Of DLC


Xbox 360 [http://www.microsoft.com] games provides significantly more income at retail and also helps keep games in the hands of their original owners.

Speaking at the recent Xbox Live [http://www.xnagamefest.com/] provides developers with unique opportunities to expand their games with paid DLC. "Right now we have over 12 million users in over 26 countries, with $240 million in transactions revenue so far, with $180 million in the last 12 months alone," he said.

Salcedo advised studios to think about DLC early in the development process to help avoid "hiccups," and also noted the importance of "gracefully" handling missing content. "There should be no dependencies on existing DLC," he said. "Even with episodic content, you should be able to play episode five without episode four present - even if you played episode four before."

Salcedo's comments echo those made recently [http://www.escapistmagazine.com/news/view/85211] by Xbox Live Marketplace Group Business Manager Alvin Gendrano, who said downloadable content adds significantly to game unit revenues and "helps defend against the used games market." "The longer players play your game, the lower the chance there is that they will trade them in," he said.

Microsoft appears to be making a big push for the development of DLC on the Xbox Live Marketplace. Speaking alongside Salcedo, Tad Fleshman of the Xbox 360 content management team emphasized the value of DLC and the importance of strategizing its development and release to maximize value. "Let's say that, for your multiplayer title, you want to include six new characters for the game and release them as DLC," he said. "What we need is to get the bits onto the players' boxes so they can see and interact with them but not use them." Making the new content visible is a great way to "inspire" gamers to buy DLC for themselves, he added.

Source: Gamasutra [http://www.gamasutra.com/php-bin/news_index.php?story=19552]


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Jhereg42

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Interesting to see Microsoft how hard Microsoft is pushing the DLC thing lately. I hope it translates into a spike of quality content rather than a bunch of easy cash ins.
 

stompy

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Jhereg42 said:
I hope it translates into a spike of quality content rather than a bunch of easy cash ins.
As do I, but this is Microsoft that we are talking about... still, here's hoping.
 

sunami88

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Imagine what those numbers would have been like if we'd gotten that GTA DLC...

sunami88 sits patiently.

Malygris said:
Speaking at the recent Gamefest [http://www.xnagamefest.com/] event, Microsoft's Interactive Entertainment Business Manager Kevin Salcedo said games with DLC average $21 million more in retail sales if the additional content arrives within a 30-day "sweet spot," and are also kept by their owners 16 percent longer than titles without DLC.
This comment worries me. If it comes within 30 days, couldn't it have been in the original game? Hopefully they don't start "encouraging" devs to hold back some content.
 

ElArabDeMagnifico

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Where and how do they get these numbers? Twenty one million dollars more because a game had DLC announced for it, before the game was finished?

I just don't believe it, if someone isn't going to buy a game, then DLC won't change it. It's like saying "God I hate the Sims series but I MUST have sims ikea!"

Hell this contradicts what has been said earlier, where most people don't actually get the DLC - they play it and shelve it.
 

Anton P. Nym

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sunami88 post=7.67780.613835 said:
Malygris said:
Speaking at the recent Gamefest [http://www.xnagamefest.com/] event, Microsoft's Interactive Entertainment Business Manager Kevin Salcedo said games with DLC average $21 million more in retail sales if the additional content arrives within a 30-day "sweet spot," and are also kept by their owners 16 percent longer than titles without DLC.
This comment worries me. If it comes within 30 days, couldn't it have been in the original game? Hopefully they don't start "encouraging" devs to hold back some content.
Not necessarily. The tricky part with games is that not every part of the game will be done at the same time... the most obvious being that level design has to be done before level testing can be complete. The traditional response is to thank everyone who's done on the project and lay them off, which ain't too good at keeping studios together.

So the other alternative is to take departments that're done and turn them loose on a new project, which might be DLC. I could definitely see a studio taking a level that failed test and was cut from release, for instance, turning it back over to the designers for reworking into DLC while the full game goes through certification.

DLC could lead to unscrupulous studios holding back content, or worse selling "DLC" that's already on the disc as has happened already, but it could also be a way to let developers include stuff they couldn't before DLC made it possible... and keep staff together without tons of down time. (Maybe this'll help damp out the "crunch" cycle too.)

-- Steve