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	<title>Comments on: The Registered Player Service</title>
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	<link>http://www.bruceongames.com/2008/10/29/the-registered-player-service/</link>
	<description>A veteran's view on marketing games</description>
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		<title>By: BC</title>
		<link>http://www.bruceongames.com/2008/10/29/the-registered-player-service/comment-page-1/#comment-3626</link>
		<dc:creator>BC</dc:creator>
		<pubDate>Wed, 29 Oct 2008 07:38:27 +0000</pubDate>
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		<description>Did you intend to sell the boxed product at a cheaper price and then sell additions? Or was it going to be full price with free additions?

I think the trouble with this method of delivery is trying not to make it look like the customer is getting ripped off or they are only buying half a product. 

As I&#039;ve mentioned in other comments, the boxed product can&#039;t be sold for any cheaper than it is now because of the way the slices of pie are dished out. So selling a cheap initial version would be a bitch. 

So instead you&#039;d have to hope that people will be sold on there being additional content and services for free further down the line. This is a really hard sell. 

For most games, they have to appear like you are getting a full product in the box and any other content is additional and optional... but this additional content has to be &#039;must have&#039; at the same time to sell it! It&#039;s a difficult balance to get right and very few do it well.

The best example I can think of is Team Fortress 2. Not only did they sell the game in a bundle first for value for money, but every addition is free and they just keep on coming. This seems really generous but they take the line that they are offering a service. However, they can afford to, cuts down on piracy and it helps promote steam and future Valve games that will probably also get additional content. 

I don&#039;t think many other publishers or developers would be happy doing that. Most games are just one-offs and developed and budgeted in that way and it&#039;s easier just to pretend that making console games and adding useless DRM will avoid piracy.</description>
		<content:encoded><![CDATA[<p>Did you intend to sell the boxed product at a cheaper price and then sell additions? Or was it going to be full price with free additions?</p>
<p>I think the trouble with this method of delivery is trying not to make it look like the customer is getting ripped off or they are only buying half a product. </p>
<p>As I&#8217;ve mentioned in other comments, the boxed product can&#8217;t be sold for any cheaper than it is now because of the way the slices of pie are dished out. So selling a cheap initial version would be a bitch. </p>
<p>So instead you&#8217;d have to hope that people will be sold on there being additional content and services for free further down the line. This is a really hard sell. </p>
<p>For most games, they have to appear like you are getting a full product in the box and any other content is additional and optional&#8230; but this additional content has to be &#8216;must have&#8217; at the same time to sell it! It&#8217;s a difficult balance to get right and very few do it well.</p>
<p>The best example I can think of is Team Fortress 2. Not only did they sell the game in a bundle first for value for money, but every addition is free and they just keep on coming. This seems really generous but they take the line that they are offering a service. However, they can afford to, cuts down on piracy and it helps promote steam and future Valve games that will probably also get additional content. </p>
<p>I don&#8217;t think many other publishers or developers would be happy doing that. Most games are just one-offs and developed and budgeted in that way and it&#8217;s easier just to pretend that making console games and adding useless DRM will avoid piracy.</p>
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