EA: Single-Digit Percentage of Gamers Purchase New-Copy DLC; 70% Redeem Code with Purchase
Additionally, EA is seeing a single-digit percentage of the overall player-base purchase this content instead of redeeming codes. It is unclear, however, is this is due to a small percentage of players actually purchasing these games used without codes or if many do not wish to purchase this content with a used copy.
EA has no method to determine if a gamer is hitting its servers with a new or used copy, but believes that it will be able to offer more insight into the issue after several months of running the "Online Pass" system for EA SPORTS titles, which limits online play and other connected features to new copies or those that pay $10 on the pass.
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If you buy a game like Mass Effect 2 used, then you're probably doing so because it's cheaper. If price and value matters, then you won't buy the DLC because it tends to not be as good a value proposition as the original game.
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That's what I was thinking when I saw the "70% vs. single digit percentage" figure.
That's also most likely a key reason why EA is locking online play behind one-time codes in new games and paid DLC in used games. It's funny, because doesn't GameStop usually only discount recently released used games by $5 below MSRP? Don't forget the story of the guy who bought DragonAge from GameStop for $55, and then had to pay $15 for DLC that he thought was free, but is actually only free with the one-time code.
What do you think the chances are for a class-action lawsuit from GameStop buyers of Madden 11 who find out that online play isn't free for used games? Or a deeper question: what does GameStop think of having a stigma put on what would probably be one of their most popular-selling used games for late 2011?