I doubt that those generic Fremium charts you pointed would tell anything of the situation proposed, in the same way that
this generic chart failed to tell anything regarding PD in the past, too many custom variables not conteplated. One of the most popular racing games in the world being free for the first time and ready to play to any of the PS4 purchasers the first time they plug the console. It could be considered the first game played for million of PS4 new buyers with no games or very few to expend their first hours or days, weeks, etc of gaming, many of them new to the series and potentially new adopters if they like it.
Maybe so. But can you quote any examples of games that went freemium and were more successful than expected based on their established name?
You're advocating throwing away the only data we have, the generic freemium model which works for everything from Angry Birds to Joe's Second Awful Game, with little more rationalisation than "because GT". And then what you're replacing it with has
no rationalisation, other than "this is a possible best case scenario".
How seriously are we supposed to take this? The numbers that you're presenting have absolutely no basis, and could just as well be replaced with all zeroes, no uptake, no profit.
GT have already an install base of millions that will expend for sure more in DLC in a free GT than what your generic could tell. Over them, it will exist all the new PS4 buyers that can or can not expend money in a GT7 DLC. It's a very different situation and there are not charts or previous studys about it, except this genuine GT DLC data:
GT5 DLC = 1M DLC in
two weeks with an user base of 7,43M
http://www.examiner.com/article/gran-turismo-5-dlc-breaks-1-million-sales
You know what the difference is? The statistical base of 7.43 million is 7.43 million people who have
demonstrated that they're willing to spend money on GT. These are people that plonked down hard cash just to play the game in the first place.
When you go to a freemium model, suddenly you have a huge influx of players who are willing to play for zero, but are unwilling to pay any amount for the game and wouldn't have bought it had it been a regular game. That's why traditionally the percentage of people who actually pay in a freemium game is so low.
And that's why you gain so little from making GT freemium. Freemium is great when people don't know about your game, and in order to get them enthused enough to pay money you have to actually let them play the game a bit. I'm not sure how much Gran Turismo benefits from that.
For the GT install base the DLC sales expectations should be even better thanks to the saving in the game purchase.
Just because people didn't have to spend money on the game, doesn't mean they'll turn around and spend that money on DLC. In fact, there are cases where the
opposite is the case, people feel pressured to spend money to have the DLC because they already spent money on the game. It's called the fallacy of sunk costs, and a lot of people fall prey to it.
It's going to work both ways depending on the person, but your assumption that people who save money buying the disc will automatically put that into DLC is not valid. They're just as likely to spend it on something else.
As an example. An stablished GT user base of 10M expending an average of only $10 in DLC per year during 5 years at this supossed rate:
1st year = 5M (5M x $10 = $50M)
2nd year = 7M (7M x $10 = $70M)
3rd year = 8M (8M x $10 = $80M)
4th year = 9M (9M x $10 = $90M)
5th year = 10M (10M x $10 = $100)
Total= $390M
See, and you've gone from ~15% of customers purchasing DLC in GT5 to 100% purchasing it under your system. How did that happen?
Then all the new millions of PS4 buyers that will play the game, a suposed 40M, and only a suposed 5% (happy?) of the total expending $10 in DLCs per year.
1 year, 8M x $10 = 80M
5 years = $400M
Say that 5% is a reasonable assumption, you're also assuming that every single PS4 owner will download and play GT and is thus a valid part of the pool of potential DLC purchasers.
No freaking way.
You could preload the game on every single system sold, and you still won't get anything like 100% of people playing it. Some people just don't like racing games.
GT5 sold ~10 million in a field of 70-80 million PS3s. Let's just call it 15%. Let's be generous and say that there's another 30% of people who would be happy to play the game but wouldn't buy the disc (even when it was on heavy discount for $20 with all the DLC). So you get ~45% of PS3 owners who would play a free GT game, and extrapolate that to PS4.
Of course, two thirds of those are by definition people who are happy to play for free but won't spend money. Still, you can always hope that once they play the game they are swayed to get into it more, and some will be. But that's where the freemium statistics come back into play. Those people are not GT fans, and are almost certainly very well described by the standard freemium model, so you'll get somewhere between 1 and 10% of them converting.
At this point, if you're really, really optimistic, I figure you've got ~3% of all PS4 owners paying for DLC (30% non-GT owners that will play for free x 10% freemium conversion rate) plus somewhere between another 3% and 15% of the previous GT fans (15% of console owners purchase GT x somewhere between 15% and 100% of those will spend money on DLC). So grand total, you've got somewhere between 6% and 18% of PS4 owners actually paying for DLC, and it's probably more like the low end.
1st year = 600K-1.8M purchasers.
2nd year = 1.2M-3.6M purchasers.
3rd year = 1.8M-5.4M purchasers.
4th year = 2.4M-7.2M purchasers.
5th year = 3.0M-9.0M purchasers.
Total lifetime = 9.0M-27M purchases.
I think your $10 average purchase is generous too, but let's say for the sake of argument that it's correct. You've then got revenue of between $90M and $270M.
That's a pretty big difference to your numbers ($790M), and the high end of that is what I would call pretty generous, as I don't believe for a minute that 100% of people who would purchase a disc version of GT would pay for DLC on a free version.
Considering the costs involved in developing GT5 and that there's going to need to be 5 years of support for the game with frequent and engaging DLC, I think there's a fair chance that $90M of revenue would be an overall loss for Sony and PD with that sort of game. And $270M isn't exactly silk underpants territory.
And without contemplating the grow of the installed PS4 units year after year, and the potential grow of GT players.
Total in five years = $390M + $400 => $790M
There is a HUGE margin to cut whatever you want and still end with a great or an "enought" incoming, and also there is still room available for a potential better result if the DLCs were smartly choosen and promoted periodically in the game and console given the newer unusual HUGE potential userbase situation.
It's a huge margin based on a bunch of assumptions that really aren't that supportable. You've just pulled a bunch of numbers out, assumed that the world always works in the way that would benefit GT best and run with it.
I'm sorry, but there's no way on God's green earth that a free GT would come anywhere close to that. I've shown what I think is a more reasonable set of assumptions (and explained where I got the numbers from).
This is probably why GTHD never happened, because Sony/PD did the same calculation and came to the conclusion that even in a best case scenario they didn't really stand to make as much as they did from a disc based game. And the negative backlash they they received on announcing GTHD pretty much guaranteed that the best case scenario was never going to happen. Risk too high for a reward that isn't that good and isn't that likely.
But by all means feel free to keep trying to explain why this freemium version would be better than another disc based game.