4 ms·
> Sell it at a loss, make it up in volume? Right. Or diversify. Do not put all your eggs in one basket. This is the games business, the entertainment industr
by Xurinos 17y ago
> Sell it at a loss, make it up in volume? Right.
Or diversify. Do not put all your eggs in one basket. This is the games business, the entertainment industry, where the audience is fickle and diverse in their interests. When it comes to volume, avoid repackaging the same game; you want to hit other player interests.
If your ROI for a game is particularly low, that should be an interesting clue into what players like (and it may not have anything to do with the game itself). "Piracy" is a convenient scapegoat.
> That's exactly what I DON'T want.
Dragon Age is an interesting example with its own history as to why this bit of content was silly. Better comparisons would be to in-game sales for several FPSes. They work for DDO and other MMOs. Let's also recognize that these do not account for 100% of the sales; that would be a bit narrow.
> Estimates at the piracy rates
Strangely, this does not lead to good estimates of potential sales loss, as we have learned from the ridiculous figures RIAA has presented. Pirates are not the problem. We are selling air. Know your customers. If you want to make money, sell something people are willing to pay for.