I think that EA's strategy... (apart from the bit about fixing it)
I don't agree, there's been some really unique and innovative suggestions that don't involve DRM at all (See the first page) The "Pre-Order Bonus" option that many companies use these days doesn't affect legal-purchases at all - in fact - it enhances them.
One other option might be to link the single-player "Rosters" to an online editable portal, so you update your roster via the internet (with a legal copy of the game) that is kept up to date by the fan community. Lots of rosters to chose from, that sort of thing. You can only connect to it, if you have a legal copy...
Doesn't affect playing the game offline, just means if you want updated rosters, player stats without doing it manually yourself offline, you must own a legal copy of the game.
We have to firstly get the fact straight. Stopping or Demolishing Piracy is not the goal because that is impractical and not possible. What we need to do is promote the game in such a way that people will want to have a legit copy in their hand in no time.
Here are some Ideas :-
1. Promotion/Publicity :- You have to promote ASHES CRICKET 2013 such a way that people from different Class will wanna a have a hand on it. One of the major fact is, in Cricket Crazy Nations like India where people are eager to play new cricket game for a long time, a good Promotion will surely Hike the Sell. So TV Commercial, Adds in Ad board in Real Life cricket, Pop up ads via internet will do.
2. Pricing :- Now I don't know as this Ashes is not released by CODIES so what will be the price range. So I will suggest the price should be as nominal as possible. As per business view If you sell 30k copies at INR 500/piece and make a profit of INR 200/ piece as an example. Then cut the price to INR 400 and make a profit of INR 100 /piece then you will see the sell will get tripled in no time. And if you do the math the profit will be better than Before.
3. Online / Retail Stores :- Now as I will say people in India (majority) are pretty reluctant about buying things online. So you will have to deal with Big Retail Stores like PLANET M, MUSIC WORLD etc.
4. Online Features/DRM :- Make a system which will deal with CD -key if not a complicated UBI soft like DRM. If you enter the CD key which is unique for every account then you can access online features. That way your server will be free of pirates.
5. Attractive mode for Online :- Make some attractive modes like Mathup Day (as in FIFA) which will only be available online and only who bought them can play it.
6. Extra Features:- Provide some extra features like Booklet, Free gifts, Lucky Draw etc for those who will buy the games SOFT or HARD copy.
If anyone can think of any other features. Feel free to add.
Q) Wow. Did I really just spend the whole of my Saturday morning painstakingly composing/researching that post?
A) Yep. Yep, looks like I did.
That's why I always ask people not to make lazy guesses and speculate - there's lots of information out there if you go looking for it...
Which means you clearly should have taken the approach of other posters and just guessed.Yep. Yep, looks like I did.
All those folks in India , Flipkart.com has added Ashes Cricket 2013 (PC,X-Box, PS3) on their site as 'coming soon'
So now at least you know that it is coming to Inida and where to but it from
OK: Imagining for a second that there IS no piracy...
On points 2-3, if you use the estimates in THIS article, you can work out (by my maths anyway!) that the raw costs of actually getting a game into a store would be approximately 165 rupees.
Whatever price you charge above that, taxes and the retailers profit will be around 40%-50% - based on a 500 INR price, that means that of that 500 INR, the publisher get back at most 201INR per copy sold (That's ?2.45, or $3.60).
On point 1, a TV advert costs a lot. Using THIS as a guide, let's ignore the highest rate (even though we probably WOULD be targetting the very most peak advertising time) and assume we're spending 250000 INR each time we broadcast a 10 second advert. (And let's not forget we'll have to spend money MAKING the advert, but let's assume that I'm willing to make it for free this time out of the goodness of my heart).
So for ONE test match - Let's say we run our 10 second ad once an hour... 8 a day for 5 days = 40*250000 = 10,000,000 INR. Convert that to our recouped money, and we'd need to sell 50k copies just to fund that one-test-match TV ad.
Billboards and Internet pop-ups - the cheaper end of estimated costs in THIS suggest that if we assume advertising in India is 20% of the cost it is in England, and we do a campaign only 20% as big, that will cost us 1.6m INR. So we need to sell 10k copies to pay for that.
On points 4, 5, and 6. These are all extra development costs to add to the cost of making the game in the first place which, by the way, we've not yet addressed.
Ooh, and an endorsement/promotion from a particular player? Imagine the actual total cost of that.
And we haven't yet paid the licensors of course: How much of our 200 INR do we need to pay them? Bearing in mind that Air Sahara pay the BCCI 960m INR per year to be the sponsor of the kit? Even if you ended up paying just 0.1% of that figure, that's 1m INR (Again, 10k copies needing to be sold to pay for it).
See when you actually start looking at some of these things in depth, with black and white numbers... It's a lot harder than it appears on the surface...
Thats the risk and reward analysis you need to obviously carry out. However, if you want a cheaper way out....make AC13 the best cricket game ever, that will take care of the publicity part for you . There are two ways to sell a product:
a) Make a product that a buyer will feel its worth spending that much money on.
b) Make a shitty product...and then....advertise the hell out of it.
Since point 'b' is not much of an option for you, make sure you atleast fulfill point 'a'.
OK: Imagining for a second that there IS no piracy...
On points 2-3, if you use the estimates in THIS article, you can work out (by my maths anyway!) that the raw costs of actually getting a game into a store would be approximately 165 rupees.
Whatever price you charge above that, taxes and the retailers profit will be around 40%-50% - based on a 500 INR price, that means that of that 500 INR, the publisher get back at most 201INR per copy sold (That's ?2.45, or $3.60).
On point 1, a TV advert costs a lot. Using THIS as a guide, let's ignore the highest rate (even though we probably WOULD be targetting the very most peak advertising time) and assume we're spending 250000 INR each time we broadcast a 10 second advert. (And let's not forget we'll have to spend money MAKING the advert, but let's assume that I'm willing to make it for free this time out of the goodness of my heart).
So for ONE test match - Let's say we run our 10 second ad once an hour... 8 a day for 5 days = 40*250000 = 10,000,000 INR. Convert that to our recouped money, and we'd need to sell 50k copies just to fund that one-test-match TV ad.
Billboards and Internet pop-ups - the cheaper end of estimated costs in THIS suggest that if we assume advertising in India is 20% of the cost it is in England, and we do a campaign only 20% as big, that will cost us 1.6m INR. So we need to sell 10k copies to pay for that.
On points 4, 5, and 6. These are all extra development costs to add to the cost of making the game in the first place which, by the way, we've not yet addressed.
Ooh, and an endorsement/promotion from a particular player? Imagine the actual total cost of that.
And we haven't yet paid the licensors of course: How much of our 200 INR do we need to pay them? Bearing in mind that Air Sahara pay the BCCI 960m INR per year to be the sponsor of the kit? Even if you ended up paying just 0.1% of that figure, that's 1m INR (Again, 10k copies needing to be sold to pay for it).
See when you actually start looking at some of these things in depth, with black and white numbers... It's a lot harder than it appears on the surface...