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But why build a two-hour game and stop there? Over saturation, artificially create more demand. Nobody goes back to an all you can eat buffet because the steak
by valarauca1 10y ago
But why build a two-hour game and stop there?
Over saturation, artificially create more demand. Nobody goes back to an all you can eat buffet because the steak was so well prepared.
Wouldn't a 30 level expansion be inexpensive to develop and well
received by fans?
Generally no. DLC doesn't typically sell at a high rate. Also a Nintendo shareholder you should be aware they don't sell DLC's.
I don't even understand your support over this business model. ATVI supports this model and is down ~$2 on the year. While NTDOY has avoided it and is up ~9 on the year. KING who heavily practiced this model is no longer trading.
Going out 5year there has been little difference in the per-share profit. So the market really doesn't validate this business model. It is a model, it works, but it isn't wildy successful... The only justification I can see for it is chasing trends.
Once you've built out the infrastructure, isn't the hard part done,
and additional art/level assets are comparatively less expensive?
This is also true for releasing future games at a premium point.
Why sell 30 levels for $1. When you can sell 5 for $1 every 6 months? One is a far steadier revenue stream.
- AlexandrB 10y ago> Also a Nintendo shareholder you should be aware they don't sell DLC's. This is completely false. There's plenty of DLC (new characters, maps[1]) for Super Smash Bros. Wii U & 3DS. [1] http://www.smashbros.com/us/dlc/ http://www.smashbros.com/us/dlc/