Sections

Deep Down: PS4 DLC & microtransaction model discussed by Ono

Monday, 3rd February 2014 14:37 GMT By Dave Cook

Deep Down’s monetisation and Capcom’s approach to DLC moving forward has been discussed in an investor note penned by Yoshinori Ono.

It follows these Deep Down PS4 character renders and insight into the RPG’s weapon classes.

The investor note was published online by Capcom today, and saw Ono discuss the free-to-play nature of Deep Down, and he also shed light on how it may be monetised post-launch.

He began, “One thing we’re doing is grappling with the challenges posed by next-gen hardware platforms. An example of this is the game ‘Deep Down, which we are developing for the PlayStation 4. While it’s a home console game, the model is basically the same as that for online games.

“When we develop an online game, we aim to create a game that allows people already playing it to continue enjoying it. At the same time, we try to avoid boosting the number of players just for the sake of getting new people to play. The game ‘Deep down’ is provided free of charge, but players are required to pay for additional items and other game content. To ensure people playing the game don’t lose interest, we will keep working to deliver stable long-term services.”

Ono stressed that Deep Down’s payment model will be comparable to other MMOs currently out there on the market, including add-on content and customisation items. He also commented on Capcom’s DLC stance moving forward, stating, “We hope to provide a large variety of content at reasonable prices that is in line with what people like. The important is not viewing DLC as a form of added value, but as a system that we’re supposed to have.”

Referring to previous uproar over Capcom’s DLC – particularly content found to be already on the disc – Ono added, “There are some things we develop at the same time, and there’s other stuff we create after the release of the full title. The best thing to do is monitor trends in the days immediately following a game’s release, and then put out DLC which reflects these trends within a month.

“Problems occur when something we develop completely from scratch fails to match what people need. That’s the advantage of DLC. It gives us an opportunity to monitor trends before we make a decision.”

Deep Down is PS4 exclusive and is currently unannounced beyond Japan’s borders. What do you make of the DLC discussion above?

Via DualShockers.

Latest

1 Comments

  1. SplatteredHouse

    http://www.polygon.com/2014/2/3/5374812/capcom-to-adapt-its-strategy-to-different-regions
    also: http://www.capcom.co.jp/ir/english/interview/2013/vol05/index.html

    Highlights:

    About Monster Hunter Frontier G : “The reason why we have increased our support for so many hardware platforms is because we have our sights set on distributing services for this game in the future outside Japan”

    A bit about the team that Ono’s looking to hire: “- The expansion of your business means you’ll need more people to join your team in the future. What kind of people are you looking for?

    “Ono”
    Simply put, people who want to leave Japan.

    - What do you mean by that?

    “Ono”
    People involved in global business development who only know Japan have no real hope of accomplishing anything. To offer services adapted to each region, you need to take an active interest in regions outside Japan, and make an effort to understand their local customs and culture. The people who work at Capcom are expected to take a broader view of the world.”

    #1 7 months ago

Comments are now closed on this article.