Featured Articles

IHS teardown reveals Galaxy S5 BOM

IHS teardown reveals Galaxy S5 BOM

Research firm IHS got hold of Samsung’s new flagship smartphone and took it apart to the last bolt to figure out…

More...
Galaxy S5, HTC One M8 available selling well

Galaxy S5, HTC One M8 available selling well

Samsung’s Galaxy S5 has finally gone on sale and it can be yours for €699, which is quite a lot of…

More...
Intel lists Haswell refresh parts

Intel lists Haswell refresh parts

Intel has added a load of Haswell refresh parts to its official price list and there really aren’t any surprises to…

More...
Respawn confirms Titanfall DLC for May

Respawn confirms Titanfall DLC for May

During his appearance at PAX East panel and confirmed on Twitter, Titanfall developer Respawn confirmed that the first DLC pack for…

More...
KFA2 GTX 780 Ti Hall Of Fame reviewed

KFA2 GTX 780 Ti Hall Of Fame reviewed

KFA2 gained a lot of overclocking experience with the GTX 780 Hall of Fame (HOF), which we had a chance to…

More...
Frontpage Slideshow | Copyright © 2006-2010 orks, a business unit of Nuevvo Webware Ltd.
Thursday, 11 June 2009 06:42

Riccitiello admits mistakes on Burnout Paradise

Written by David Stellmack

Image

DLC roll-out plan was not at all ideal


Electronic Arts head honcho John Riccitiello now is admitting that some mistakes were made with the downloadable content roll-out plan for Burnout Paradise. On the eve of the release of the biggest content back yet for the title called Big Surf Island, the CEO reflected on what the company has learned.

When Burnout Paradise was released back in early 2008, it did turn a lot of heads, but the lack of additional content delays might have been less than ideal. While the developer Criterion did release content that was free consisting of multiplayer modes and additional motorcycles, these offerings were free.

When the next batch of DLC offerings for the title was released, the company seems to quickly have shifted from a free model to a pay model, which did cause the company to lose some players. The roll-out plan should have spaced the purchased content vs. free content a little more evenly, and releasing them sooner would have been a bit more ideal in order to continue to bridge the gap so that the game would have ongoing significant momentum.

The space between the content launches was just too far apart and going dark on the consumer was a mistake for this title, according to the CEO. While players are coming back, the way that the company handled things was just not community oriented enough to keep the community engaged in the title and interested in playing the game.

The Big Surf Island add-on marks a significant step for the title and it remains to be seen if many players will return. According to reports the add-on is the size of Paradise City itself and offers a lot of new challenges. The question remains, however, if this will be enough to get players re-engaged.

Beyond the lack of players actually playing the title, it also is a concern over the cost of the add-on. While the CEO has not directly commented on the price, he does think better planning and a mix of both free and pay content is necessary to keep players engaged in the title and coming back for more.

Last modified on Thursday, 11 June 2009 09:59

David Stellmack

E-mail: This e-mail address is being protected from spambots. You need JavaScript enabled to view it
blog comments powered by Disqus

To be able to post comments please log-in with Disqus

 

Facebook activity

Latest Commented Articles

Recent Comments