Activision seems to have yet another strategy to get gamers
to keep their games, rather than selling them off right away. This attempt to
circumvent the used game market involves doling out special content slowly. And
I think it wasn't planned out very well, as it seems designed to actually hurt
the all-important first week sales.
Prototype has RADNET: Individually released challenges that
awards prizes - avatar items for Xbox 360 users, exclusive themes for PS3
owners. Starting a week after release, they would dole out a new challenge pack
once a week.
Spider-Man has spider-symbols hidden around its open world
city map. Finding these will reward you with a spiffy alternate costume to
wear. Each of these symbols only becomes available after a certain date.
My question is, why are they punishing early adopters of
their games? If I buy a new game, I'm (hopefully) excited about it and rush
home to play it and eagerly play through it as soon as possible. Had I had this
extra content available from the get-go, I would have enjoyed trying it out.
But once I finished the experience, I move on to something new. Personally, I'm
the type to keep my games, so I can replay anything I get the urge to
experience again. But hiding content behind a time lock appears designed simply
to annoy me, the eager consumer. I'm not sure I want to go back to those games
that crippled my experience in such a way.
And, it's true, you can mess with your console's clock
settings to make it think that it's August to get all your Spider-Man goodies
now. But akin to rewarding cheaters for finding a way to break your system.
So, if I have to wait until August (two months after
release) to get all the Amazing Spider-Man costumes, maybe I'll just keep
waiting until I can get it really cheap, right? And if everybody hold off on
buying it upon release, the price will plummet really fast as panicked
retailers try to scrape this pariah of a game off their shelves. That doesn't
seem like a winning marketing strategy.
Circumventing the used game market is a difficult task, to
be sure. Most attempts have a greater risk of alienating your first-run consumers. But punishing early adopters is
essentially what is happening here. Those are the people that they need to be
rewarding.
Instead, why not have these bonuses be unlocked for free the
first week of release, perhaps as an automatic reward for just starting up the
game? Procrastinating players would have to complete tasks to unlock them
later, or maybe just purchase them as DLC. It's not a perfect solution, of
course... they'd probably need to make the unlock part of an in-game download
so players can't use the clock-cheat to unlock the costumes. It'd also be a
problem to recode that part if the game was delayed. And what if you ordered a
game from an online retailer that took more than a week to ship your package?
The system is absolutely flawed. It needs to be closely
re-examined to properly adjust who it truly is that it wants to target.
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