More news emerging from Microsoft’s Gamefest 2006 this week regarding the future of the really rather good Xbox Live Marketplace service indicates that 360 gamers are to see more demos, more micro-transactions, all of course leading to more sales.
This is unsurprising news, as they were hardly going to promise less content to the eager and growing online army of Microsoft points-spunking gamers, lapping up the demos and add-ons being pumped up their pipes.
Microsoft offered some pretty commonsensical advice to developers/publishers – recommending releasing add-ons between 60 and 90 days after a game's release, the period in which the maximum number of people are still actually playing your game. Oblivion, in particular, was wheeled out here as a good example of how to maximise revenue via well-timed, high-quality add-on downloadable content.
They also suggested that demos should be good (like, not rubbish...duh!) and preferably delivered before the game ships, in order to maximise demand around launch - unlike the recently released (and surprisingly popular) Dead or Alive 4 demo which arrived some time after the full game was in stores.
As well as game demos and downloadable content/add-ons, the company also stressed to attendant developers and publishers the importance and value of what it calls 'Community Videos', which it categorises as follows: “Gamer tip and help videos; Humor, parody and machinima videos; Event-specific content (such as E3, X06 etc.); Other videos to drive brand affinity (documentaries).”
Clearly, the success of E3 documentary videos and Bungie's Making of Halo 3 trailer has made them realise the value of this type of content.
So far, so predictable, so what’s new for Marketplace? There was talk of a new type of micro-transaction, referred to as 'consumables' – in-game items which are re-purchaseable. There are also plans to integrate in-game transactions (ie buying ‘exclusive’ weapons in an RPG was an example mentioned) with Marketplace transactions.
SPOnG will bring you more news from Gamefest 2006 and more detailed news on these and other intriguing XBL Marketplace developments as we get it. We are particularly keen to hear more on how Microsoft's strategy for developing and growing the Marketplace service integrates with their long-term plans for Live Anywhere cross-platform gaming. Watch this space.