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ConservagameR said:
DonFerrari said:

From what I know these contracts are paid on expected number of people that will play and how much that company would lose in revenue by that person deciding to not buy the game because played for free. So growing base also increases the cost Sony pay for the game to be there. It really is a fine tunning of amount and type of content versus price to have both a good number of subs and profit.

So your service would have to lead to more users playing those games than expected, due potentially to mass exposure, for the content owners to get their monies worth, for it to be viable to simply increase the catalogue over time? I see.

I'd guess this isn't the case for most games, and that it's only fewer titles that receive a massive player base. So for a few content owners it's totally worth it, and for the rest not so much. Sony no doubt must be able to spread the wealth a bit someway to some degree.

I would still think as long as the sub base is steadily increasing, Sony should be able to just pay off the content owners, shouldn't they? I don't know why they couldn't just offer a little more to keep the content on the service. It wouldn't be near as profitable though if the sub base isn't increasing quickly enough.

As you said, fine tuning and finding a balance.

If the growth is healthy yes I don't think they would have any issues with permanent legacy titles, but well perhaps they could negotiate for at least PS4 titles to have long term permanency.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."