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Forums - Nintendo - Wii U Has 8 GB of Internal Storage

mrstickball said:
Khuutra said:

Those are the numbers I wanted, thank you.

You misrepresent my argument. I said that people will go to considerable length if they really want something, not to "any" length. THat would be preposterous - if I had said it. But since you're rpelying to an argument I didn't make, that can be safely ignored.

You exaggerate significantly in three respects.

1. Your binary breakdown of Nintendo's understanding of the online market is overly simplistic and does not allow for any particular strategy outside of what is already outlined here. Hell, this doesn't even allow for the very real possibility of Nintendo packing something like a 16GB SD card with the system, like they packed 2GB with the 3DS.

Certainly, my argument is predicated on the argument that Nintendo does not pack in an SD card. I've said multiple times that if they did indeed pack in a card, the likelihood of greater DLC/online support by 3rd parties increases significantly. But with no announcement, that makes me very hesitant to believe Nintendo will do it.

2. You insist that this decision is going to cut out great swaths of DLC buyers from the Wii U without citing any numbers or studies as to how many people that sort of decision is likely to discourage in the console space, adjusted for price normalization. Some will stop, certainly, but it's not possible at this point to establish how many.

I don't believe there are any numbers available, outside of the fact that few developers bothered with DLC on the Wii. That could be very telling of how they are to treat the WiiU if a favorable storage solution isn't offered to consumers from the get-go.

3. DLC is not going to be the primary deciding factor of the console war, and you cannot equate hard drive size with DLC advertising mindshare

Where did I equate hard drive size with advertising mindshare? My statement was concerning users' purchasing habits - that many seek to purchase content, but a lack of space may cause users to simply not purchase content. Its not only content, but other discovery methods for gaming - videos, demos, and the like.

The length to which you are letting this exaggeration color the conversation is worrying.

The lengths to which you are dismissive of online gaming and the need for a sizable hard drive is worrying. We will have this discussion a year from now, and I don't believe you're going to like what is happening to the WiiU in regards to its online presence against the Playstation 3 or Xbox 360. Could I be wrong? Absolutely. But I do not believe I'll be wrong because my analysis is incorrect, but that Nintendo has addressed my issue with the console.

God that style is hard to quote. Anyway.

1. We don't know anything about how Nintendo is packaging the console. We don't even know if it's coming with a Wiimote. You are basing this hypothesis on the existence of hardware bundling that has not even been outlined yet.

2. The Wii did not have the same titles that the 360 and PS3 did, and even where it had equivalent, all the content would have had to be rebuilt specifically for the Wii, which actually does cost money. If developers can release DLC on the Wii U with scaled same assets that they used on the 360/PS3/720/PS4, then there is precious little reason not to, regardless of whether or not Wii U's userbase buys a ton of DLC. The added cost just isn't that high.

3. You did so here:

As for the argument of "If people want DLC, they will go to any lengths to get it". That is very, very wrong. If that were true, then no publisher would bother with marketing, press releases, or anything to notify users of DLC, its availability, or work with online services to push and promote downloadable content. Additionally, there are tons of white papers/sources out there that will state time and time again that users are far more likely to purchase content, or purchase a downloadable title if they are aware of it. Self-discovery is very over-rated in the digital world, and marketing is still key.

I was talking about memory, you switched it to mindshare. That transition was all you, even ignoring how you misrepresented the argument.

Dismissive of online gaming? Nonsense. It's quite important. But the points on which you exaggerate? Those stand. DLC will not determine the console war. It may well correlate with it, I allow - but it will not be the primary cause. To pretend so is folly.



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oniyide said:
gumby_trucker said:
^looks like Oniyide is coming down with a mild case of split personality


how so.

I love how some people keep saying that some are suggesting a Sony route, even though the only system they put out that has use properity storage is the Vita and nobody likes it.  Lets use our brains for a sec

was just joking about the fact you seemingly answered the same post twice, one after another

(I'm guessing it was due to a connection problem and you weren't sure the first one got through, but I still found it funny)



Until you've played it, every game is a system seller!

the original trolls

Wii FC: 4810 9420 3131 7558
MHTri: name=BOo BoO/ID=BZBLEX/region=US

mini-games on consoles, cinematic games on handhelds, what's next? GameBoy IMAX?

Official Member of the Pikmin Fan Club

gumby_trucker said:
oniyide said:
gumby_trucker said:
^looks like Oniyide is coming down with a mild case of split personality


how so.

I love how some people keep saying that some are suggesting a Sony route, even though the only system they put out that has use properity storage is the Vita and nobody likes it.  Lets use our brains for a sec

was just joking about the fact you seemingly answered the same post twice, one after another

(I'm guessing it was due to a connection problem and you weren't sure the first one got through, but I still found it funny)

did I? hell, it was late



oniyide said:

did I? hell, it was late

hehe yeah, on this very page



Until you've played it, every game is a system seller!

the original trolls

Wii FC: 4810 9420 3131 7558
MHTri: name=BOo BoO/ID=BZBLEX/region=US

mini-games on consoles, cinematic games on handhelds, what's next? GameBoy IMAX?

Official Member of the Pikmin Fan Club

the page had closed out on me last night, so I figured it didnt post



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Khuutra said:
mrstickball said:
Khuutra said:

Those are the numbers I wanted, thank you.

You misrepresent my argument. I said that people will go to considerable length if they really want something, not to "any" length. THat would be preposterous - if I had said it. But since you're rpelying to an argument I didn't make, that can be safely ignored.

You exaggerate significantly in three respects.

1. Your binary breakdown of Nintendo's understanding of the online market is overly simplistic and does not allow for any particular strategy outside of what is already outlined here. Hell, this doesn't even allow for the very real possibility of Nintendo packing something like a 16GB SD card with the system, like they packed 2GB with the 3DS.

Certainly, my argument is predicated on the argument that Nintendo does not pack in an SD card. I've said multiple times that if they did indeed pack in a card, the likelihood of greater DLC/online support by 3rd parties increases significantly. But with no announcement, that makes me very hesitant to believe Nintendo will do it.

2. You insist that this decision is going to cut out great swaths of DLC buyers from the Wii U without citing any numbers or studies as to how many people that sort of decision is likely to discourage in the console space, adjusted for price normalization. Some will stop, certainly, but it's not possible at this point to establish how many.

I don't believe there are any numbers available, outside of the fact that few developers bothered with DLC on the Wii. That could be very telling of how they are to treat the WiiU if a favorable storage solution isn't offered to consumers from the get-go.

3. DLC is not going to be the primary deciding factor of the console war, and you cannot equate hard drive size with DLC advertising mindshare

Where did I equate hard drive size with advertising mindshare? My statement was concerning users' purchasing habits - that many seek to purchase content, but a lack of space may cause users to simply not purchase content. Its not only content, but other discovery methods for gaming - videos, demos, and the like.

The length to which you are letting this exaggeration color the conversation is worrying.

The lengths to which you are dismissive of online gaming and the need for a sizable hard drive is worrying. We will have this discussion a year from now, and I don't believe you're going to like what is happening to the WiiU in regards to its online presence against the Playstation 3 or Xbox 360. Could I be wrong? Absolutely. But I do not believe I'll be wrong because my analysis is incorrect, but that Nintendo has addressed my issue with the console.

God that style is hard to quote. Anyway.

1. We don't know anything about how Nintendo is packaging the console. We don't even know if it's coming with a Wiimote. You are basing this hypothesis on the existence of hardware bundling that has not even been outlined yet.

2. The Wii did not have the same titles that the 360 and PS3 did, and even where it had equivalent, all the content would have had to be rebuilt specifically for the Wii, which actually does cost money. If developers can release DLC on the Wii U with scaled same assets that they used on the 360/PS3/720/PS4, then there is precious little reason not to, regardless of whether or not Wii U's userbase buys a ton of DLC. The added cost just isn't that high.

3. You did so here:

As for the argument of "If people want DLC, they will go to any lengths to get it". That is very, very wrong. If that were true, then no publisher would bother with marketing, press releases, or anything to notify users of DLC, its availability, or work with online services to push and promote downloadable content. Additionally, there are tons of white papers/sources out there that will state time and time again that users are far more likely to purchase content, or purchase a downloadable title if they are aware of it. Self-discovery is very over-rated in the digital world, and marketing is still key.

I was talking about memory, you switched it to mindshare. That transition was all you, even ignoring how you misrepresented the argument.

Dismissive of online gaming? Nonsense. It's quite important. But the points on which you exaggerate? Those stand. DLC will not determine the console war. It may well correlate with it, I allow - but it will not be the primary cause. To pretend so is folly.


1. Every Wii U I saw / played on at E3 had a Wiimote.  Given production lead times between now and a likely release date of November, its very unlikely that Nintendo can call many audibles to change the manufacturing/packaging process at this time. Heck, look at how long it took Microsoft to address some soldering on the 360 when they started getting the RROD. It took nearly a year of losses before they could fix the problem due to lead time and implementation. SD cards are a much easier fix, but it does take time to produce, manufacture, and bundle anything with a console, even an SD card.

2. Again, if revenues from DLC on the Wii U are small compared to Microsoft/Sony's next systems, then developers and publishers aren't going to focus on the Wii U, because they know the money won't be there. That will be a huge problem for Nintendo.

3. They go hand in hand. I'm trying to present very likely scenarios as to how users acquire content, and the problems that a lack of memory present. Lets say a percentage of users simply download content organically. That is, they simply see its available on the market, and purchase it because they know its available. Call them "Casual" purchasers of content. If they have insufficient space, then its likely they won't go out of their way to purchase an SD card, and they never convert on the content. Even if that percentage is low - say 25%, that will likely mean hundreds of millions of dollars in unrealized revenues for publishers and developers. That's my point. If a developer can make a game on "Console A", sell it for $50 and will make an average of $3 in additional content sales, do you think he'll promote that as much as the same title on "Console B" which sells for $60, and will make an average of $12 in additional content sales?



Back from the dead, I'm afraid.

mrstickball said:
Khuutra said:

God that style is hard to quote. Anyway.

1. We don't know anything about how Nintendo is packaging the console. We don't even know if it's coming with a Wiimote. You are basing this hypothesis on the existence of hardware bundling that has not even been outlined yet.

2. The Wii did not have the same titles that the 360 and PS3 did, and even where it had equivalent, all the content would have had to be rebuilt specifically for the Wii, which actually does cost money. If developers can release DLC on the Wii U with scaled same assets that they used on the 360/PS3/720/PS4, then there is precious little reason not to, regardless of whether or not Wii U's userbase buys a ton of DLC. The added cost just isn't that high.

3. You did so here:

As for the argument of "If people want DLC, they will go to any lengths to get it". That is very, very wrong. If that were true, then no publisher would bother with marketing, press releases, or anything to notify users of DLC, its availability, or work with online services to push and promote downloadable content. Additionally, there are tons of white papers/sources out there that will state time and time again that users are far more likely to purchase content, or purchase a downloadable title if they are aware of it. Self-discovery is very over-rated in the digital world, and marketing is still key.

I was talking about memory, you switched it to mindshare. That transition was all you, even ignoring how you misrepresented the argument.

Dismissive of online gaming? Nonsense. It's quite important. But the points on which you exaggerate? Those stand. DLC will not determine the console war. It may well correlate with it, I allow - but it will not be the primary cause. To pretend so is folly.

1. Every Wii U I saw / played on at E3 had a Wiimote.  Given production lead times between now and a likely release date of November, its very unlikely that Nintendo can call many audibles to change the manufacturing/packaging process at this time. Heck, look at how long it took Microsoft to address some soldering on the 360 when they started getting the RROD. It took nearly a year of losses before they could fix the problem due to lead time and implementation. SD cards are a much easier fix, but it does take time to produce, manufacture, and bundle anything with a console, even an SD card.

2. Again, if revenues from DLC on the Wii U are small compared to Microsoft/Sony's next systems, then developers and publishers aren't going to focus on the Wii U, because they know the money won't be there. That will be a huge problem for Nintendo.

3. They go hand in hand. I'm trying to present very likely scenarios as to how users acquire content, and the problems that a lack of memory present. Lets say a percentage of users simply download content organically. That is, they simply see its available on the market, and purchase it because they know its available. Call them "Casual" purchasers of content. If they have insufficient space, then its likely they won't go out of their way to purchase an SD card, and they never convert on the content. Even if that percentage is low - say 25%, that will likely mean hundreds of millions of dollars in unrealized revenues for publishers and developers. That's my point. If a developer can make a game on "Console A", sell it for $50 and will make an average of $3 in additional content sales, do you think he'll promote that as much as the same title on "Console B" which sells for $60, and will make an average of $12 in additional content sales?

1. This assumes Nintendo would necessarily announce the hardware bundling as soon as they made plans for it; we know that they don't.

2. Nintendo doesn't need "focus". Nintendo just needs parity, which is affordable and likely. More, you have not actually managed to qualify why lacking DLC would be such a huge problem.

3. Sorry, I remain unconvinced by your non-statistics. The repeated use of the word "likely" in these imaginary scenarios just doesn't blow my skirt up.

You are basing your entire argument on a series of conjecture that doesn't support itself. The very most fundamental part of it, that a lack of DLC will cause the Wii U's downfall, has not yet been sufficiently argued for.



mrstickball said:
Khuutra said:
mrstickball said:
Khuutra said:

Those are the numbers I wanted, thank you.

You misrepresent my argument. I said that people will go to considerable length if they really want something, not to "any" length. THat would be preposterous - if I had said it. But since you're rpelying to an argument I didn't make, that can be safely ignored.

You exaggerate significantly in three respects.

1. Your binary breakdown of Nintendo's understanding of the online market is overly simplistic and does not allow for any particular strategy outside of what is already outlined here. Hell, this doesn't even allow for the very real possibility of Nintendo packing something like a 16GB SD card with the system, like they packed 2GB with the 3DS.

Certainly, my argument is predicated on the argument that Nintendo does not pack in an SD card. I've said multiple times that if they did indeed pack in a card, the likelihood of greater DLC/online support by 3rd parties increases significantly. But with no announcement, that makes me very hesitant to believe Nintendo will do it.

2. You insist that this decision is going to cut out great swaths of DLC buyers from the Wii U without citing any numbers or studies as to how many people that sort of decision is likely to discourage in the console space, adjusted for price normalization. Some will stop, certainly, but it's not possible at this point to establish how many.

I don't believe there are any numbers available, outside of the fact that few developers bothered with DLC on the Wii. That could be very telling of how they are to treat the WiiU if a favorable storage solution isn't offered to consumers from the get-go.

3. DLC is not going to be the primary deciding factor of the console war, and you cannot equate hard drive size with DLC advertising mindshare

Where did I equate hard drive size with advertising mindshare? My statement was concerning users' purchasing habits - that many seek to purchase content, but a lack of space may cause users to simply not purchase content. Its not only content, but other discovery methods for gaming - videos, demos, and the like.

The length to which you are letting this exaggeration color the conversation is worrying.

The lengths to which you are dismissive of online gaming and the need for a sizable hard drive is worrying. We will have this discussion a year from now, and I don't believe you're going to like what is happening to the WiiU in regards to its online presence against the Playstation 3 or Xbox 360. Could I be wrong? Absolutely. But I do not believe I'll be wrong because my analysis is incorrect, but that Nintendo has addressed my issue with the console.

God that style is hard to quote. Anyway.

1. We don't know anything about how Nintendo is packaging the console. We don't even know if it's coming with a Wiimote. You are basing this hypothesis on the existence of hardware bundling that has not even been outlined yet.

2. The Wii did not have the same titles that the 360 and PS3 did, and even where it had equivalent, all the content would have had to be rebuilt specifically for the Wii, which actually does cost money. If developers can release DLC on the Wii U with scaled same assets that they used on the 360/PS3/720/PS4, then there is precious little reason not to, regardless of whether or not Wii U's userbase buys a ton of DLC. The added cost just isn't that high.

3. You did so here:

As for the argument of "If people want DLC, they will go to any lengths to get it". That is very, very wrong. If that were true, then no publisher would bother with marketing, press releases, or anything to notify users of DLC, its availability, or work with online services to push and promote downloadable content. Additionally, there are tons of white papers/sources out there that will state time and time again that users are far more likely to purchase content, or purchase a downloadable title if they are aware of it. Self-discovery is very over-rated in the digital world, and marketing is still key.

I was talking about memory, you switched it to mindshare. That transition was all you, even ignoring how you misrepresented the argument.

Dismissive of online gaming? Nonsense. It's quite important. But the points on which you exaggerate? Those stand. DLC will not determine the console war. It may well correlate with it, I allow - but it will not be the primary cause. To pretend so is folly.


1. Every Wii U I saw / played on at E3 had a Wiimote.  Given production lead times between now and a likely release date of November, its very unlikely that Nintendo can call many audibles to change the manufacturing/packaging process at this time. Heck, look at how long it took Microsoft to address some soldering on the 360 when they started getting the RROD. It took nearly a year of losses before they could fix the problem due to lead time and implementation. SD cards are a much easier fix, but it does take time to produce, manufacture, and bundle anything with a console, even an SD card.

2. Again, if revenues from DLC on the Wii U are small compared to Microsoft/Sony's next systems, then developers and publishers aren't going to focus on the Wii U, because they know the money won't be there. That will be a huge problem for Nintendo.

3. They go hand in hand. I'm trying to present very likely scenarios as to how users acquire content, and the problems that a lack of memory present. Lets say a percentage of users simply download content organically. That is, they simply see its available on the market, and purchase it because they know its available. Call them "Casual" purchasers of content. If they have insufficient space, then its likely they won't go out of their way to purchase an SD card, and they never convert on the content. Even if that percentage is low - say 25%, that will likely mean hundreds of millions of dollars in unrealized revenues for publishers and developers. That's my point. If a developer can make a game on "Console A", sell it for $50 and will make an average of $3 in additional content sales, do you think he'll promote that as much as the same title on "Console B" which sells for $60, and will make an average of $12 in additional content sales?


I'm not seeing this, it's almost like you are saying that publishers make more money selling DLC than actual games, when in reality they act more as additions to their revenue, and if they don't sell as much DLC, they'll loose money and therefore stop supporting Wii U, like WTF planet is that logic from? It'd make sense if you are talking about a system that only has F2P games, not to mention that you don't need to go out and specifically get an external storage since they are everywhere, like literally everywhere, I'm surprised that they are not raining from the sky these days, also would make for good presents.



Khuutra said:
mrstickball said:
Khuutra said:

God that style is hard to quote. Anyway.

1. We don't know anything about how Nintendo is packaging the console. We don't even know if it's coming with a Wiimote. You are basing this hypothesis on the existence of hardware bundling that has not even been outlined yet.

2. The Wii did not have the same titles that the 360 and PS3 did, and even where it had equivalent, all the content would have had to be rebuilt specifically for the Wii, which actually does cost money. If developers can release DLC on the Wii U with scaled same assets that they used on the 360/PS3/720/PS4, then there is precious little reason not to, regardless of whether or not Wii U's userbase buys a ton of DLC. The added cost just isn't that high.

3. You did so here:

As for the argument of "If people want DLC, they will go to any lengths to get it". That is very, very wrong. If that were true, then no publisher would bother with marketing, press releases, or anything to notify users of DLC, its availability, or work with online services to push and promote downloadable content. Additionally, there are tons of white papers/sources out there that will state time and time again that users are far more likely to purchase content, or purchase a downloadable title if they are aware of it. Self-discovery is very over-rated in the digital world, and marketing is still key.

I was talking about memory, you switched it to mindshare. That transition was all you, even ignoring how you misrepresented the argument.

Dismissive of online gaming? Nonsense. It's quite important. But the points on which you exaggerate? Those stand. DLC will not determine the console war. It may well correlate with it, I allow - but it will not be the primary cause. To pretend so is folly.

1. Every Wii U I saw / played on at E3 had a Wiimote.  Given production lead times between now and a likely release date of November, its very unlikely that Nintendo can call many audibles to change the manufacturing/packaging process at this time. Heck, look at how long it took Microsoft to address some soldering on the 360 when they started getting the RROD. It took nearly a year of losses before they could fix the problem due to lead time and implementation. SD cards are a much easier fix, but it does take time to produce, manufacture, and bundle anything with a console, even an SD card.

2. Again, if revenues from DLC on the Wii U are small compared to Microsoft/Sony's next systems, then developers and publishers aren't going to focus on the Wii U, because they know the money won't be there. That will be a huge problem for Nintendo.

3. They go hand in hand. I'm trying to present very likely scenarios as to how users acquire content, and the problems that a lack of memory present. Lets say a percentage of users simply download content organically. That is, they simply see its available on the market, and purchase it because they know its available. Call them "Casual" purchasers of content. If they have insufficient space, then its likely they won't go out of their way to purchase an SD card, and they never convert on the content. Even if that percentage is low - say 25%, that will likely mean hundreds of millions of dollars in unrealized revenues for publishers and developers. That's my point. If a developer can make a game on "Console A", sell it for $50 and will make an average of $3 in additional content sales, do you think he'll promote that as much as the same title on "Console B" which sells for $60, and will make an average of $12 in additional content sales?

1. This assumes Nintendo would necessarily announce the hardware bundling as soon as they made plans for it; we know that they don't.

2. Nintendo doesn't need "focus". Nintendo just needs parity, which is affordable and likely. More, you have not actually managed to qualify why lacking DLC would be such a huge problem.

3. Sorry, I remain unconvinced by your non-statistics. The repeated use of the word "likely" in these imaginary scenarios just doesn't blow my skirt up.

You are basing your entire argument on a series of conjecture that doesn't support itself. The very most fundamental part of it, that a lack of DLC will cause the Wii U's downfall, has not yet been sufficiently argued for.


I base it on conjecture, because when we started this discussion, you invalidated any usage of commentary by industry analysts. Therefore, all I have is conjecture. You wanted to mold this debate in a way that would validate your point of view, and only your point of view.

Why is lacking DLC a problem? Because 51% of HD console owners bought DLC in 2011. That is expected to generate $1 billion USD in revenues in North America in 2012. That is a significant chunk of change, and if those kinds of numbers continue to trend, you're looking at a multi-billion dollar industry during the prime of the WiiU's lifecycle. If Nintendo doesn't address that mutli-billion dollar industry, they're going to be in a very difficult situation.



Back from the dead, I'm afraid.

dahuman said:
mrstickball said:


1. Every Wii U I saw / played on at E3 had a Wiimote.  Given production lead times between now and a likely release date of November, its very unlikely that Nintendo can call many audibles to change the manufacturing/packaging process at this time. Heck, look at how long it took Microsoft to address some soldering on the 360 when they started getting the RROD. It took nearly a year of losses before they could fix the problem due to lead time and implementation. SD cards are a much easier fix, but it does take time to produce, manufacture, and bundle anything with a console, even an SD card.

2. Again, if revenues from DLC on the Wii U are small compared to Microsoft/Sony's next systems, then developers and publishers aren't going to focus on the Wii U, because they know the money won't be there. That will be a huge problem for Nintendo.

3. They go hand in hand. I'm trying to present very likely scenarios as to how users acquire content, and the problems that a lack of memory present. Lets say a percentage of users simply download content organically. That is, they simply see its available on the market, and purchase it because they know its available. Call them "Casual" purchasers of content. If they have insufficient space, then its likely they won't go out of their way to purchase an SD card, and they never convert on the content. Even if that percentage is low - say 25%, that will likely mean hundreds of millions of dollars in unrealized revenues for publishers and developers. That's my point. If a developer can make a game on "Console A", sell it for $50 and will make an average of $3 in additional content sales, do you think he'll promote that as much as the same title on "Console B" which sells for $60, and will make an average of $12 in additional content sales?


I'm not seeing this, it's almost like you are saying that publishers make more money selling DLC than actual games, when in reality they act more as additions to their revenue, and if they don't sell as much DLC, they'll loose money and therefore stop supporting Wii U, like WTF planet is that logic from? It'd make sense if you are talking about a system that only has F2P games, not to mention that you don't need to go out and specifically get an external storage since they are everywhere, like literally everywhere, I'm surprised that they are not raining from the sky these days, also would make for good presents.

It comes down to how much money publishers really make on their retail games.

Here's the data:

 

The key point is the 2nd note. That is, about $27 or just under 50% of every dollar spent on a game actually goes towards the cost of making the game. The rest goes to licensing fees, marketing, retailer mark up, and so on.

Comparatively, as I've stated, really good DLC will generate between $10 and $15 of additional purchasing per retail title sold. The difference is that 70% of every dollar spent on DLC goes to the developer and publisher, sans marketing. Marketing is significantly less expensive, because the user has already purchased the retail title, and the marketing simply has to go to in-game marketing, or other venues that are very cheap.

So if you take a major AAA title that sells $10 in DLC, its actually adding about $6.00 to $6.50 in revenues to that publisher after marketing, or about 22-24% on top of gross revenues from the retail title. That is significant in a world where most major developers are seeing razor-thin profit margins. Think like a developer at that point: If you can make an additional 22-24% by pushing the game on another platform, wouldn't you do that? Its a far higher margin than even the $10 "HD" fee that was tacked on by Microsoft and Sony this generation.



Back from the dead, I'm afraid.