![]() ![]() Marketing campaigns have some people so irrationally excited for a game that they're willing to pay more than $60, and this generation has been one long exploration into how much more. #Tekken tag 2 dlc full#The latter task is accomplished by charging people for the DLC, pushing the total purchase price for the complete experience above the game's full retail cost. The former task is accomplished by giving players new content to look forward to and a reason to hold onto their games rather than sell them back to stores like GameStop. The trend this generation has been for publishers to use downloadable content to do two things: discourage used game sales, and increase the average revenue per user. On the other hand, free DLC works not because it's giving away something for nothing, but because it's treating gamers as a customer to be respected rather than a resource to be exploited. What Namco Bandai apparently figured out, and what I wish more publishers would realize, is that excessively opportunistic DLC plans may boost revenues in the short term, but inevitably burn through whatever good will a brand has acquired. It sold Soulcalibur IV with Darth Vader and Yoda on every disc, but charged gamers $5 to unlock one of them depending on which platform they'd purchased the game on. ![]() ![]() It let players pay for level-ups and gold in Tales of Vesperia. The publisher sold a stripped down DLC-driven version of Ridge Racer for the PlayStation Vita with just five cars and three courses in the core game. This marks a refreshing change of approach for Namco Bandai, which has an impeccable track record when it comes to ticking off customers with its DLC. Kunimitsu is just one of four free DLC fighters confirmed for Tekken Tag Tournament 2, with more on the way. ![]()
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