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Certainly
in the large-scale boxed product arena, it seems the U.S. is really the place.
CS: And to be fair, a lot of the projects that have
been done lately are creating content with an eye towards western markets. Even
our creators in Japan recognize
that they want to sell here.
Dead Rising and Lost Planet are so perfect for the
market.
CS: Perfect examples. They were clearly with an eye
towards the western market. And RE
has always done well in the western markets.
I'm
actually curious about the rumors of a sequel to Dead Rising being developed by a western developer.
CS: I cannot talk about anything to do with Dead Rising.
No
worries. I want to talk about microtransactions, which were mentioned briefly
in the presentation. How far is Capcom going to go with that? How are you going
to deal with it?
CS: I think you're going to see Capcom playing with a
number of different business models in the coming years. A lot of the projects
we're looking at will involve some degree of either additional downloadable
content, or additional features, things that perhaps we couldn't get to pencil
within the budgets or wouldn't have had time for. But given a little extra
time, and seeing if we're actually successful with aggregating a community
around this content, we're going to be doing some interesting stuff within that
space.
I don't think we're necessarily going to be as
aggressive as some of the Korean companies have been historically, but it's an
area of increasing interest for us. We certainly want to get as much learning
about what works and what doesn't work.
And this is true for all of our digital initiatives.
We're really racing the line. We're really trying to get a sense of what
content, which business models, make the most sense to audiences. How do we
market direct to consumer in as effective and efficient a way as we possibly
can? Because the publishers that figure that out will have a leg up over the
publishers that don't.
I think it's
a good idea to figure out the digital space now while it's expanding, because
some people aren't.
CS: And let's be honest: there's going to be mistakes
made along the way. Mistakes are okay as long as you learn from them. There's
[Oblivion's] horse armor. I think we all know horse armor is probably not the best pricing
model for that, but everybody learned from that example. There's going to be
times when we give away more content than we should for the price, and there's
going to be times when we don't.
It's
interesting to see with the platinum release of Lost Planet: Colonies, all the previous downloadable content will be
included. It's an interesting way to marry the download and the retail, because
you're re-releasing it.
CS: We're re-releasing that content, but there's still
a lot of people who aren't connected. As frightening as that sounds sometimes,
we often assume that everybody has every box connected to the net, and
unfortunately, that's not true. Some people may not have had an opportunity to
experience some of that content, and we're hopefully going to be able to enable
them to.
You may eventually see plays at retail that follow
digital some time. I'm not going to say what that might be, but hypothetically,
maybe a year after we release some of our digital titles, we put together an
aggregate compilation disc that has four or five titles that performed well so
that we can get that content out to people who weren't connected. There's a
number of ways that could happen. To be fair, we're probably going to have to
talk to our retail partners to see how they feel about that.
In terms
of the microtransactions stuff, I know you're not going to go as far as Nexon,
but they're going to be releasing Mabinogi,
a free-to-play, pay-for-items MMO on Xbox Live. Have you considered that model
yet?
CS: It's been very well considered. I think Nexon are
more experienced with that than virtually anyone else in the world. They have a
better understanding of it. My take is probably at the moment free-to-play is
probably a bit further than I see us going in the near term, at least in the
west.
I think that budgetarily speaking, even if you could
come out at a budget price and the consumers made some commitment to your
project, even if it's at a very nominal amount, I don't think it's proven out
yet in the west.
Your budgets would be better served building a better
project, assuming a little bit of revenue and putting one hurdle in front of at
least one person and taxing your service, in that case -- rather than just
opening the floodgates and incurring all the service load and not having at
least some commitment from the player, even if it's a nominal amount.
I assume
that may change as your servers get tested?
CS: The other part of this is that we are crawling
before we can walk. I think across all of our content, as we experience success
in a certain area, we'll become a little more aggressive. Will we someday do
free-to-play? Possibly, but I think that day is far enough away, at least in
the west, that it's probably not worth getting into detail on right now.
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