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Edited Date/Time
1/26/2012 10:36am
Sourced from Gamasutra.com
Beginning with the next MX vs. ATV title, THQ is hoping to explore an alternative business model for retail games -- launching at a lower price point and then selling more incremental content later. That's where the industry is headed, says company president Brian Farrell.
"What we're thinking about the business is we're turning it on its head a little bit," Farrell told attendees at the BMO Capital Markets conference in New York this week. "It's not, 'how high a price can we get', but 'how many users'," he suggested.
"If you can capture everyone under that economic curve, that's where you can make the most money," Farrell added.
The $59.99 price point is "keeping people out," he continued. A more accessible retail price point means a wider initial install base for a title, thus a larger pool of DLC customers -- and a more viable business model overall, according to Farrell.
"When we launched [MX vs. ATV] at $59.99, we'd do some units, and then when we brought the price down to the mass market-friendly price of $39.99, it would just pop," he said. "So the thinking this time is, let's initially launch at $39.99 -- it's a very robust game, very high quality, so this is not about trying to get a secondary title out."
"It's an AAA title, at that price point, but then with a series of DLC so people can extend their experience," Farrell explained. "We think this is the future of gaming. We think that's the way games are gonna go in the long term."
Although it largely remains to be seen, DLC tie ratios for console titles are expected to be a little bit wider than the 15-25 percent seen on PC -- but according to Farrell, the focus should be on expanded install bases for console titles. "The fact that you've created a hit -- that's the real win," he suggested. If an install base is large enough, the tie ratio becomes less important.
Beginning with the next MX vs. ATV title, THQ is hoping to explore an alternative business model for retail games -- launching at a lower price point and then selling more incremental content later. That's where the industry is headed, says company president Brian Farrell.
"What we're thinking about the business is we're turning it on its head a little bit," Farrell told attendees at the BMO Capital Markets conference in New York this week. "It's not, 'how high a price can we get', but 'how many users'," he suggested.
"If you can capture everyone under that economic curve, that's where you can make the most money," Farrell added.
The $59.99 price point is "keeping people out," he continued. A more accessible retail price point means a wider initial install base for a title, thus a larger pool of DLC customers -- and a more viable business model overall, according to Farrell.
"When we launched [MX vs. ATV] at $59.99, we'd do some units, and then when we brought the price down to the mass market-friendly price of $39.99, it would just pop," he said. "So the thinking this time is, let's initially launch at $39.99 -- it's a very robust game, very high quality, so this is not about trying to get a secondary title out."
"It's an AAA title, at that price point, but then with a series of DLC so people can extend their experience," Farrell explained. "We think this is the future of gaming. We think that's the way games are gonna go in the long term."
Although it largely remains to be seen, DLC tie ratios for console titles are expected to be a little bit wider than the 15-25 percent seen on PC -- but according to Farrell, the focus should be on expanded install bases for console titles. "The fact that you've created a hit -- that's the real win," he suggested. If an install base is large enough, the tie ratio becomes less important.
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As far as realistic tracks, if the national/supercross round replicas are hard to get in the game (licensing, etc.), why not do popular local/regional tracks? That'll be an easy sell to get their own track in a video game. Milestone, Oakhill, Gatorback, Broome-Tioga (just throwing some names out there)....or even have a vintage track pack with Carlsbad and others if possible.....just brainstorming some ideas for realism.
But there have been motocross only and ATV only games out there in the past. Supercross Circuit is still the best overall motocross video game while the 1st and 2nd ATV Off Road Fury games were pretty good IMO....and those were released close to 10 years ago?
1. Make it so the tough blocks can't get knocked onto the track (so annoying)
2. The whole 'join as spectator' deal is also annoying. I'd rather ride around in the main staging area than watch other people race for 5 minutes
3. Make it so the starting gate drops at different intervals every time.
4. Make it harder to loop out. How often do you see pros looping out? never
5. More ruts (like Supercross Circuit)
6. Make the whoops bigger and farther apart (you could make this cool by putting a straight away in front of the whoops to get speed up)
Just a little constructive criticism.
Add gnarwhip XBOX
NICE !!
Track creator... Or more downloadable tracks. I'd buy every one of them.
theyre not doing this price point change to save us any money. only an idiot wouldnt be able to see that this is only going to make gaming more expensive.
Im bitching but ill still buy it
Pit Row
Reflex required learning. If you weren't into the franchise you walked away. Those that stayed were rewarded greatly. The controls really do kick ass. MAYbe a more playable clutch, though I dont know how much play you can get out of a microswitch.
Updates - Reflex guys are you listening? Im sure you have work to do, but take care of your clients. As cool as your game is, its a hunk of shit in the game world. Sorry it just is. Slow to develop, limited on game trends. DLC isnt compatible with online play. No spectating for fan tourneys. No support by the publisher. You trained us to learn your controls, we gave in, now reward us by giving us more tracks and content. And often, or give us updates.
I may not know shit from shinola, I know a buddy of mine is a multi millionaire selling warlocks, fairys and demons to people all over the world. The one thing I can say about his success - he listens to the people that pay his monthy fee to play on his servers. Give it a shot. we might just pay for consistent online play considering thats what we want. The publisher forum is just kids ranting. No communication. I as a customer have been burned three times now. Do I really go to bat a fourth time only to be frustrated?
Its ok to slap BNG and add a couple features. Look at Madden, Tiger Woods, FIFA even GTA. They all use the same engine, game play and add BNG.
I will make it simple - new content. Publish it quarterly.
I look foward to the new game although it's worth pointing out that MX Reflex is coming out on PC this fall and is already advertised on Steam. If the modding community can embrace it the way they did with Unleashed, then this could prove to be the ultimate MX game with an endless supply of user created tracks.
As for releasing content over time, I'm extremely sceptical.
Rarely does this work out cheaper and is more often than not an underhand way of screwing more money out of people. This will always be a niche title, it isn't ever going to be COD etc. The people that are going to buy it will buy it. Those with only a passing interest in offroad racing aren't any more likely to fork out added $$ for extra content unless the game is something truely exceptional, which is unlikely.
I am more excited about the new mx game coming out from Black Bean. It is called FIM World Motocross Championship and they will supposedly have a National Championship with a MX of Nations. I know the Moto GP game they did has all real bike manufacturers and I would bet this will too. Can't wait to ride some of the GP tracks. At least Glen Helen will probably be on it for US National tracks.
And i have a hard enough time staying on the track with perfect vision, the dirty google/tear off idea sounds annoying to me.
And DLC sucks. I moved to the country in April and i can't get the internets fast enough to support xbox live. Its like living off the grid. . . But i do have my own real practice track now!!
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