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EA's Project Ten Dollar was a good idea - but it has launched us down a dangerous slippery slope
The phrase "cautious welcome" might have been invented for EA's Project Ten Dollar initiative - a project aimed at discouraging the more egregious abuses of the second-hand market by bundling single-use codes for $10 worth of downloadable content with new games. Unlike previous attacks on the pre-owned trade, Project Ten Dollar is a fairly tightly focused tool. It doesn't prevent anyone from selling their games, and is unlikely to seriously discourage consumers from selling directly to one another - or from buying from heavily discounted second-hand bargain bins, months or years after the original launch.
With the DLC in question for games like Mass Effect 2 and Dragon Age being firmly in the "nice-to-have" rather than "must have" categories, the initiative actually gained some traction among gamers, who understood it to be a gentle but carefully calculated push not against their consumer rights, but against the business models of stores like GameStop and GAME, which often apply huge mark-ups to second-hand product and sell it very slightly cheaper than brand new games.
The negative responses came from predictable quarters, but were no less valid for that. Some people simply don't like DLC, especially DLC that appears at launch - they argue that it should be a part of the game, and that extra monetising at this stage in the life-cycle of the product is a pretty shabby way to treat consumers. It's not a terribly fair viewpoint, ignoring as it does the most basic financial realities of game development (put simply, if there wasn't a way to pay for the development of those features, they'd never have been made at all), but it's widespread and it's understandable.
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