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Re: The release model killed your profits...

by setadoon
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Original Post

The release model killed your profits...

★★★★ Novice

Take notes on how NOT to release an incomplete game. Your company's allowed people to play your game for $15 instead of paying the full $60. After they realized in the first month or 2 that the game was unfinished and unpolished they left...

So you lost out on ALOT of money.

 

Tell the guy that came up with that idea I'm sorry for him because he is probably jobless now.

Message 1 of 9 (274 Views)

Re: The release model killed your profits...

★★★★★ Novice

If he's the guy/girl that also ensured a huge number of pre-release and early release sales through full price channels then I'd say they came out in front. Not 6 years worth of investment in front but better than if they had just opened the doors to buy the game day one after some legit reviews had softened the hype.

Message 2 of 9 (253 Views)

Re: The release model killed your profits...

★★★★★ Novice

As an aside, why is the game incomplete? Do you mean compared to what was marketed or based on gameplay? I found the campaign enjoyable and integration with the sandbox world *ok* but not of the scope or nature promised in the months leading up to release.

Message 3 of 9 (250 Views)

Re: The release model killed your profits...

[ Edited ]
Champion

Except this game will get more content over the years. If the people who paid $15 in the first month keep coming back, they’ll eventually pay the price of the full game in subsciption costs (or end up buying the full game on top of the subscription, spending more money than simply buying the game from the start).

 

Also, they’re likely willing to lose some money on Premier because what they really want is predictability. If they have a bunch of people with $15/mo subscriptions (which, practice shows, aren’t likely to get canceled), they can plan ahead that much easier. Otherwise they have to guess every time how many people are going to buy each of the upcoming games, how many people are going to actually stick with the purchase and not request a refund within the first couple weeks, etc.

 

They also likely wouldn’t have to spend as much on advertising their games if they had enough people subscribed, since they essentially already sold the games via subscription, and those who don’t have the subscription could still buy the games at the recommendation of those who do. Which is significant, because the cost of advertisement is a pretty big portion of the overall cost of releasing a game.

 

The people who came up with this idea probably thought about it for much longer than it took you to come up with your post.

 

Obviously, some people are only going to spend $15 to play the game for a month because they’re just that cheap. But there’s a good chance that those people wouldn’t have actually bought the game for $60 either, and overall they probably aren’t really worth chasing as a target demographic.



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We don’t work for EA. Our opinions are our own.
Message 4 of 9 (229 Views)
Highlighted

Re: The release model killed your profits...

[ Edited ]
★★★★ Novice

Doesnt take long to think of common sense, but you are welcome to be a smartass

Message 5 of 9 (225 Views)

Re: The release model killed your profits...

Champion

Well, then you must have more common sense than the people actually trained and qualified to make those kinds of decisions, using statistical models based on actual data. They should just throw all of that out of the window and make you the new CEO. Any day now.



Heroes and Champions are community members recognized for being helpful, constructive, and positive. More info here.

We don’t work for EA. Our opinions are our own.
Message 6 of 9 (215 Views)

Re: The release model killed your profits...

★★ Guide

Do you have a proof to support your claim? Could you share it?

Message 7 of 9 (176 Views)

Re: The release model killed your profits...

★★★★ Guide

@setadoon wrote:

Take notes on how NOT to release an incomplete game. Your company's allowed people to play your game for $15 instead of paying the full $60. After they realized in the first month or 2 that the game was unfinished and unpolished they left...

So you lost out on ALOT of money.

 

Tell the guy that came up with that idea I'm sorry for him because he is probably jobless now.


Nah.  They got many more people to try it that way, and you can't get a refund from EA Access.  Not to mention all the people suckered into keeping it to play other games, or simply forgetting to turn it off.  So they made bank on the deal.

Message 8 of 9 (113 Views)

Re: The release model killed your profits...

★ Guide

@setadoon wrote:

Take notes on how NOT to release an incomplete game. Your company's allowed people to play your game for $15 instead of paying the full $60. After they realized in the first month or 2 that the game was unfinished and unpolished they left...

So you lost out on ALOT of money.

 

Tell the guy that came up with that idea I'm sorry for him because he is probably jobless now.


Their stock went up 30% from a 10 year low. Who ever thought of the Anthem/Apex/Origin cross selling probably got a huge promotion if they weren't already a higher up.

Message 9 of 9 (90 Views)

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