amikumanto

And the ultimate bloging begins

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28 / autistic / Toronto



CriminallyVulgar
@CriminallyVulgar

I wrote a big post of videogame economics from the perspective of someone who has been involved in the process of greenlighting projects and doing due diligence checks - not senior, but involved in the calculations and judgements.

I wrote... a lot for this post. And in the end, I'm binning that draft because it deals too much in the numbers. Lots of % and ratio bullshit to try to get across how hard it is to work, because that's what my job entailed. The key takeaway is and always was simple - DLC won't make a game profitable, it won't fix having a small audience, and unless you want to exploit people with poor impulse control you can't fix a bad pitch with "then we'll have in-game purchases."


kylelabriola
@kylelabriola

Agreed with a lot of this, and very important stuff to remember as a dev.

Paid DLC is something to be deployed in special circumstances, where it makes perfect sense for your game and your audience. For every new idea you have, the options are either to "Add it as a free content patch", "Make it a paid DLC" or "Save it for a future sequel" and it's worth really carefully weighing those options.

I don't know what the average is these days but remember that for most paid indie games, only between 1% and 8% of the audience will ever buy a paid DLC.

In most scenarios these days, "Add it as a free content patch" is probably the way to go for most of the ideas and improvements you come up with. If you add stuff as a paid DLC, a large majority of your players are never gonna see it or touch it. So if you're doing that, you need to be okay with that (and okay with the fact that it's probably not gonna magically make your game financially sustainable either.)

Or if your game projects are short (and not "replayable"), probably just make a sequel or new game.


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in reply to @kylelabriola's post:

Thanks for adding your perspective! It's not the specific side I come at it from, and it makes a lot of sense to frame it as that set of options. I honestly view "free content patch" as a similar trap - you're doing the same work, spending the same money, but you're not even getting paid for it. The "good community relationship" value factor is extremely hard to estimate, and I suspect it may be overstated [citation needed].

Those % sound about right. From my experience/research DLC-tuned games can sometimes hit a 20% attach-rate for must-haves, but even in an optimistic estimate I'd never predict above 15%, and for a typical short-retention indie project 8% makes sense as an upper-bound.

I actually cut a whole (bloated, irrelevant anecdote) paragraph from my post about never playing the New Vegas DLC because I bounced off the game hard in 2010, but it's relevant to your specific point about the missing audience - I literally wasn't present when the apparently "best parts of the game" were added.

Thanks! also I'm realizing now that maybe your post was more about AAA games than I realized haha.

I think if you're making a game that is linear, not-really-replayable, and/or short, you're probably better off just making a new whole new game.

But for other types of games, like fighting games, rhythm games, farm sims, roguelikes, deckbuilders, crafting games, etc....I think you might screw yourself over if your game had a great foundation and you abandon it to work on a whole new game from scratch.

And in a majority of those cases I feel like "free content update" is the way to go, assuming you're actually seeing any positive impacts on your success each time you roll one out.

My perspective is from that sort of A to AA publishing area - I think a ton of the same holds true though, I really believe that DLC-heavy models are for the giants and the outliers.

I don't disagree in with your point about free content when I think of my favourite indie games, and it dovetails nicely with an Early Access model (though it makes it even harder to define "Release day"), but I do also wonder if "my favourite indie games" are already outliers. Slay the Spire is hardly a typical example, even though it worked really well with additional free updates over the years.

I would absolutely would defer to your experience on this though, you know this specific space orders of magnitude better than I do.