The lesson of Halo 3: ODST

Dec 19, 2009 16:21 GMT  ·  By

There have been comments recently from the team at Bungie that handled the development and the release of Halo 3: ODST indicating that they were aware of the problems, initially saying that the game was an expansion and then shipping it as a full-fledged release and showing that the problem of the final price of the game was entirely in the hands of Microsoft.

It's tough to be a developer working on such a well known franchise, pushed by the publisher to create a product bigger than initially envisioned. But it's even tougher being a gamer who does not clearly know what they are getting when picking up a Halo 3: ODST and somewhat forced to pay for a set of multiplayer maps and a Firefight mode they might not be interested in.

The solution is pretty simple and ODST would have been a perfect candidate to try something new in delivering content to gamers: separate a product in bits and pieces and sell each of them only to those who are interested in it.

I'm mostly a single player gamer, ready to enjoy the ride of the Rookie in Halo 3: ODST but in no way entertained about Firefight and the multiplayer maps. Microsoft could have taken the campaign out of the title, package it as DLC and deliver it to be for, let's say, 10 dollars.

They could pack together all the Halo 3 maps and sell them for the same amount for those who enjoy frantic combat and competition. They could deliver Firefight, which emphasizes cooperation between players, for another 10 dollars separately. Of course, prices can be adjusted to reflect the importance and the amount of work that went into the creation of each component.

The same rationalization can be applied to a lot of other titles but Halo 3: ODST was a perfect occasion because of the uncertainty of its nature. Digital distribution is a good new medium, which allows for players and developers alike to customize not only what games they buy but the sections of the experience they enjoy.

Customers might get more content they really want for their money while developers and publishers might be able to put more effort into creating those experiences that customers seem to be really into.