With a new survey and a slightly altered question set, our target audience begins to focus in the rifle scope. Or rather, with a bit of focus, we can see how far off target our survey is.
Our game is looking for a young adult, 17 - 25, and a PC gamer. Roughly 30% of the respondents reached are in the ideal age range. This and gender are to be expected.
What's reassuring is to see that 55% of all respondents primary hardware choice is PC. While we are only currently planning for a Steam release, Profile v2 shows us that Steam is is by far the preferred method (50%) of game sale, with Origin coming in second at 32% (which is clearly just a lie), and retail at 10%. Digital distribution is most ideal in our case, as physical products need not be created, keeping costs down.
What I found most interesting was:
Frankly, I expected the percentage of people who flat out don't buy DLC would be much higher, but a vast majority of respondents either buy all DLC or some DLC. Our current monetization model is based on a single-sale game purchase with additional DLC. The next question qualifies spending:
The two most populous groups surveyed either bought the maximum amount of DLC or the minimum. While 'I don't buy DLC' polled third, 87% of the survey was spending at least some money. This is heartening, but the fact remains that DLC is not a day one strategy. Day one DLC is a fantastic way to draw the ire of a cross-section of gamers, and also give the impression that content was intentionally carved out of the full experience and sold on the side.