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  • Report: EA planning premium, pre-launch DLC for retail games at $10 - $15 [Update: EA explains]

    by 
    Ben Gilbert
    Ben Gilbert
    03.22.2010

    During a recent visit to EA's offices, Wedbush Securities' Michael Pachter (and other analysts) got what he calls a "candid" view of the future for the publisher. Among the many glowing things that Mr. Pachter had to say in the report from the meeting, he reveals that EA group general manager Nick Earl told him EA has plans "to release premium downloadable content (PDLC) as a product for sale prior to the release of a packaged product." Comparing the PDLC to Battlefield 1943 -- a game for which we unfortunately have yet to see any post-release support from EA -- Earl revealed that the content will be priced at between $10 to $15 through Xbox Live Arcade and PlayStation Network, and will arrive prior to a "full-blown packaged game." That "full-blown packaged game" will of course still carry a "full retail price" when it does arrive in stores. Pachter expanded to Gamasutra, "I think that the plan is to release PDLC at $15 that has 3 - 4 hours of gameplay, so [it has] a very high perceived value, then [EA will] take the feedback from the community (press and players) to tweak the follow-on full game that will be released at a normal packaged price point." This is just one part of the digital effort EA is gearing up for in the coming year, according to the report, which details an expected "1/3 [growth] of revenues over the next few years" in the digital market. Between this and 'Project Ten Dollar,' EA's certainly taking an aggressive approach to new monetization routes on the digital frontier. It remains to be seen how it'll all pan out, but for now things are at least staying interesting. Update: EA's Jeff Brown explained the PDLC concept to us in more detail this afternoon, saying: "EA is working on a number of projects for delivering premium content to consumers before, during, and after the launch of a packaged-goods version of the game. EA SPORTS, EA Games and EA Play are each experimenting with download strategies that deliver fresh game content in formats players want to experience. To date, there is no set pricing strategy for the entire EA portfolio. And many of the proposals include free-to-play content on models similar to Madden Ultimate Team, Battlefield Heroes and Battlefield 1943. None of the proposals call for charging consumers for traditionally free game demos."

  • Visceral Games working on XBLA, PSN offerings, says general manager

    by 
    Christopher Grant
    Christopher Grant
    02.22.2010

    Now that Dante's Inferno has been loosed upon the gaming populace, the question of "What's next for Visceral Games?" is asked with increasing (and often comical!) frequency. Yeah, we know about Dead Space 2 and there are murmurs of "The Ripper" being in development at Redwood Shores, but what else? While emphasizing the studio's focus on the Xbox 360, PS3, and PC, general manager Nick Earl said, "That's not to say that we don't have smaller efforts under way and direct-to-consumer efforts on XBLA and PSN." Earl points to DICE's downloadable Battlefield 1943, "which was created in a studio even bigger than Visceral" and managed to break sales records. "That is showing the opportunity there," says Earl, noting that Visceral will "have some interesting offerings over this year and next." We're fine with that strategy so long as one of those offerings is "The Body Count of Monte Cristo." The pitch: You play as the wrongfully imprisoned Edmond Dantès, toiling away years of captivity under the tutelage of your friend, the monk Abbé Faria. Learn mathematics, history, language, and kicking ass, all in preparation for your escape. Resurface years later as the Count of Monte Cristo and exact your revenge across 20 levels of 19th-century action, bond market simulation, and romance minigames. This summer, count down to action with The Body Count of Monte Cristo, from Visceral Games!

  • Visceral begins shift from Dante's Inferno to Dead Space 2

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    02.03.2010

    [Pictured: Isaac Clarke in Dead Space 2; adaptation] A week from the launch of Dante's Inferno, no one would expect Visceral Games' Nick Earl to reveal any uncertainty about sales, but Industry Gamers did attempt to elicit a reaction from the senior VP -- by reminding Earl that his studio's new game will share a release date with BioShock 2 (never mind that it's surrounded on either month by other big-name releases). "In life, there's the things you can control and things you can't control," Earl said somewhat poetically. "I can't be too concerned with our competitive slate; our team has put so much time into Dante's Inferno, and I have a lot of faith in it." Perhaps "faith" is a natural result of working with the source material, but more likely Earl can sleep at night because he knows he has the support of a strong marketing budget. As a work of public domain, Dante's Inferno is that rare double-bonus for EA: a recognizable property and free to adapt -- no strings attached. In turn, EA has invested in a resounding "buzz" that targeted game outlets early with memorable stunts and will culminate in an unprecedented Super Bowl spot. "There may have been [a Super Bowl ad] from Atari years ago, but it has not been done in recent memory, and it shows the confidence we have in Dante's Inferno," Earl said of the publisher's first Super Bowl commercial, which will air on Sunday. With Dante's Inferno out of his hands, Earl confirmed that the majority of Visceral's staff is shifting to Dead Space 2 (while a small team continues to work on Dante's DLC). "We're more focused on the action than the horror this time," Earl said of the apparent ACTION-horror sequel. "We're more empowering to the player."