From the explanation why Day 1 DLC is not part of the retail game:
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But all this time isn't 'free' - the assumption that the people working on this content would otherwise be being paid to add things to the retail game is just stupid. That game development time and budget has already been spent - they would either be working on something else entirely, or looking for a new job.
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This is true if everybody has to pay for this DLC, which is the case for "The Warden's Keep" for Dragon Age. But why is it that "The Stone Prisoner" is free for every buyer of a new version of Dragon Age? If the secondary market for this game could be (in theory) eliminated 100%, so that no second hand copies are sold, then according to that argument nobody is paying for that DLC. How can one try to combat something (buying second hand copies) by doing an action (producing day 1 DLC) that costs an amount of $X, when the result of "defeating the enemy" would mean that nobody pays for those $X expenses?
The answer to this is that the day 1 "free" DLC is in reality paid in part by the buyers of new retail copies and in part by those buying it directly after they obtained a used copy. The publisher hopes to/(will?) sell more new copies, because the used ones are inferior (no DLC included). This will give him additional money, that may cover part, all or be in excess of the $X used to produce the day 1 DLC.
The problem is that nobody can say exactly how much more money is generated this way, because nobody can say how many people would not have bought the game if it didn't basically already include the day 1 DLC. OTOH, that is true for many features of a game: How many sales are generated by including certain technical and artistic graphical elements, character classes, combat weapons, race tracks, a.s.o?
From this perspective, day 1 DLC that is free for buyers of the retail version behaves more like other parts of the retail game: It's presence is a slight nudge to buy the retail game, but the actual extent to which it does so is hard to quantify. So I can understand it when people look at day 1 free DLC and think of it as part of the game instead of something extra. The fact that part of the DLC was produced after the "proper game" went gold is more like an optimization of the production pipeline than a totally new way to produce additional content for a game.
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But all this time isn't 'free' - the assumption that the people working on this content would otherwise be being paid to add things to the retail game is just stupid. That game development time and budget has already been spent - they would either be working on something else entirely, or looking for a new job.
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This is true if everybody has to pay for this DLC, which is the case for "The Warden's Keep" for Dragon Age. But why is it that "The Stone Prisoner" is free for every buyer of a new version of Dragon Age? If the secondary market for this game could be (in theory) eliminated 100%, so that no second hand copies are sold, then according to that argument nobody is paying for that DLC. How can one try to combat something (buying second hand copies) by doing an action (producing day 1 DLC) that costs an amount of $X, when the result of "defeating the enemy" would mean that nobody pays for those $X expenses?
The answer to this is that the day 1 "free" DLC is in reality paid in part by the buyers of new retail copies and in part by those buying it directly after they obtained a used copy. The publisher hopes to/(will?) sell more new copies, because the used ones are inferior (no DLC included). This will give him additional money, that may cover part, all or be in excess of the $X used to produce the day 1 DLC.
The problem is that nobody can say exactly how much more money is generated this way, because nobody can say how many people would not have bought the game if it didn't basically already include the day 1 DLC. OTOH, that is true for many features of a game: How many sales are generated by including certain technical and artistic graphical elements, character classes, combat weapons, race tracks, a.s.o?
From this perspective, day 1 DLC that is free for buyers of the retail version behaves more like other parts of the retail game: It's presence is a slight nudge to buy the retail game, but the actual extent to which it does so is hard to quantify. So I can understand it when people look at day 1 free DLC and think of it as part of the game instead of something extra. The fact that part of the DLC was produced after the "proper game" went gold is more like an optimization of the production pipeline than a totally new way to produce additional content for a game.