KIM DONG-EUN · New-Content Business Models and the IP Expansion Economy (30 chapters)
Part 7. Consoles — The Birth of the Package and the Invention of DLC
Part 7. Consoles — The Birth of the Package and the Invention of DLC
Core question: Why did people pay 30,000 won for games they had never played?
The Habit-Space of “Ownership”
What does it mean to buy a book?
We may not have read it, and may not like it. Yet title, cover, and reviews lead us to buy. This is the result of centuries of training. Since printing spread in the fifteenth century, humanity has internalized the habit of “prepaying for content not yet experienced.” LPs and cassettes worked the same way: people bought music they had not heard. Accepting the uncertainty was the payment habit-space of ownership.
In 1977, Atari brought game cartridges into that space at mass-market scale.
Atari 2600 made paying for an unplayed game possible by packaging it like a book or record and placing it on a shelf. Once content took an ownable physical form, an existing payment habit began to operate. The landing, however, was not smooth.
The Invention of the Cartridge — Selling Games Like Books
Home consoles predated Atari. The Magnavox Odyssey (1972) came first, but contained only fixed games: buying the device fixed the software, and no distribution market existed. Fairchild Channel F (1976) first commercialized interchangeable ROM cartridges, but sold only about 350,000 units and did not create a market.
Atari 2600 (1977) made cartridges a mass success. Individually packaged and distributed, they could be sold at bookstores and toy shops. Third parties independent of the hardware maker could create them. The game-software market was born.
The structure nearly duplicated publishing:
- Publisher (developer) → bookstore (toy shop/retailer) → reader (gamer)
- Book (cartridge) = ownable physical content
- An individual purchase decision: “I will buy this title”
- Ownership remains regardless of whether it is completed
Atari 2600 did more than prove a console could succeed. It proved that games could be sold like books. But the proof omitted a vital premise: quality assurance.
The Atari Crash (1983) — The First Collapse of the Ownership Habit-Space
The book-ownership space works because of implicit trust that a book will meet a minimum quality threshold. Publishers, editors, and booksellers curate; readers buy in advance on that trust.
That structure collapsed in Atari's ecosystem in 1982–83. Interchangeable cartridges drew many third-party developers, who could manufacture without an Atari license. Low barriers produced hundreds of Atari 2600 titles by 1982, but no quality-control system. Hastily made games flooded the market.
E.T. the Extra-Terrestrial (1982): Atari licensed the hit film and allowed roughly five weeks—thirty-six days—for development before Christmas. Poor sales produced massive returns. Decades later, a 2014 excavation confirmed that cartridges had been buried in a New Mexico landfill; some recovered copies were auctioned.
Market figures: US console-game revenue fell from roughly $3.2 billion in 1983 to about $100 million in 1985. Atari parent Warner Communications announced major losses for the fourth quarter of 1983.
This was the Video Game Crash of 1983—the first demonstration of how ownership without quality assurance can collapse.
Nintendo's Answer — Turning Trust into a Business Model
By 1983, Americans believed console games were finished. Toy retailers shrank or eliminated game sections. Nintendo entered in 1985.
It called its machine not a game console but the Nintendo Entertainment System. Beyond positioning, it changed the structure.
Nintendo's licensing system: Third parties needed licenses to publish NES titles. A license was more than a fee: it imposed quality standards, a limit of five releases per year, and Nintendo review. Cartridges bore the official Nintendo Seal, which consumers read as a quality signal.
Bundling Super Mario Bros.: In the United States, NES was packaged with the R.O.B. robot so retailers that rejected “game consoles” could display a “robot toy set.” Super Mario Bros. was bundled, using Mario, already validated in arcades.
Nintendo built not merely good games but a trust structure: “A Nintendo title is safe to buy.” It systematized the confidence required to purchase before experience.
The system was also a commercial moat. Tengen, founded as Atari's publishing division, reverse-engineered Nintendo's 10NES lockout chip to release games without a license. In 1988, it obtained source code from the US Copyright Office by falsely citing pending litigation and used it in the reverse engineering. Nintendo sued; a 1992 appeals ruling found that Tengen had used improperly obtained information, and unlicensed production stopped.
There was a darker side. Fees and restrictions burdened independent developers, and distribution control became controversial. In 2002, the European Commission fined Nintendo and European distributors €149 million for blocking movement of cheaper products between countries from 1991 to 1998 in order to maintain prices.
Failure 1: 3DO (1993)
Panasonic launched the 3DO Interactive Multiplayer in North America in October 1993 at $699.95, while contemporary consoles cost $99–$149. Positioned as a high-performance entertainment hub, the shared platform was manufactured by Panasonic, Sanyo, and GoldStar, later LG; GoldStar sold it in Korea as the Gëmstation.
Estimated North American sales by the end of 1993 were about seventy thousand. Sony PlayStation ($299) and Sega Saturn ($399) arrived there in 1995. Later 3DO price cuts did not reverse the trend, and the hardware business ended in 1996.
The 3DO Company licensed the platform rather than manufacturing hardware itself—high-spec hardware under an open licensing structure. The need to divide hardware margins among participants helped drive the launch price. In the consumer ownership habit-space, a $700 entry cost lay far outside the familiar unit.
Failure 2: Sega Saturn (1995)
At E3 1995, Sony formally presented PlayStation and announced a $299 price.
That same day, Sega of America CEO Tom Kalinske announced that Sega Saturn was already on sale at selected US stores for $399, four months earlier than planned.
The disputed surprise launch excluded many retail partners without consultation, covered limited areas, and lacked a sufficient software lineup.
North American Saturn sales reached only about 1.7 million by 1998, while PlayStation exceeded roughly twenty million over the same period. Sega ended North American Saturn production in 1998.
Dreamcast (1999) earned praise for advanced technology, but pressure from the PlayStation 2 announcement and declining third-party support contributed to its discontinuation in 2001. Sega left hardware and became a software publisher.
PlayStation and CD-ROM — Collision and Integration of Habit-Spaces
Sony PlayStation (1994) changed not merely processing power but the storage medium, from cartridge to CD-ROM.
Cartridges had limited capacity and high unit costs. Early-1990s games wholesaled for $40–$50, with manufacturing taking a large share. CD-ROM offered greater capacity and low production cost, helping lower consumer prices.
More important was the change in content experience.
PlayStation was not the first CD console. NEC's PC Engine CD-ROM² (1988) added a CD drive to a home system. It supported diverse genres, including adult content, and popularized visual novels with voice acting and animation. Haitai Electronics distributed a North American-based version in Korea as Vistar. In North America, however, TurboGrafx-16 lost to Super Nintendo and Sega Genesis.
Final Fantasy VII (1997): Three PlayStation CDs, cinematic direction that blurred game and film. It sold two million copies in Japan within two days and more than roughly one million in North America in its first year. “A game like a movie” became marketing language.
Consumers with film-viewing habits paid at the intersection of “game ownership” and “movie viewing,” with pricing formed between them. Sony could also position a console as a DVD player, as it did with PS2. The comparison became “console price + DVD-player price,” letting several habit-spaces inform one payment decision.
Korea's Special Case — An Ownership Habit Without a Payment Space
In late-1990s Korea, ownership habits existed but the payment space did not.
Pirated CDs of PC software and games circulated widely through Yongsan Electronics Market and small backstreet shops at a fraction of original prices.
This was not an absence of desire to own. It reflected the absence of legitimate price levels and payment infrastructure. Nationwide card-based online payments were not established, official distribution of foreign titles was limited, and prices were extremely high relative to disposable income.
Piracy arose in the gap between demand for access and the ability to pay. Willingness to pay existed, but ability to pay and payment channels did not.
Two routes later narrowed the gap. Digital stores such as Steam (2003) built a sale culture, with discounts to ten or twenty percent of list price setting a reference that legal games could be affordable. Free-to-play removed entry cost entirely. Part 8 examines both.
Physical ownership also enabled resale. The expectation “I can sell it later” lowered the purchase barrier. GameStop grew on used-game distribution. Consumers bought, finished, and resold, while publishers earned nothing from the second transaction.
This helped motivate online-pass codes unavailable to used buyers. EA's early-2010s “Project $10” gave new buyers online access free but charged used buyers an additional ten dollars. Consumer resistance later led EA to revise the policy.
Sega Channel (1994) — The Unknown Prototype of Game Pass
Often omitted from Saturn's story is that Sega already ran a game subscription in 1994.
Sega Channel streamed Mega Drive/Genesis games through cable television. A monthly subscription of $12–$15 provided more than fifty games. They were streamed rather than owned and disappeared when service ended.
US subscriptions stalled at about 250,000 after launch, and the service ended in 1998.
No single cause can be asserted, but observable conditions include the need for a cable-TV connection, overlap with the generational shift to Saturn, subscriptions below break-even, and Saturn's failure to inherit the service.
Its structure—pay monthly for access to a game library—was identical to Xbox Game Pass in 2017, twenty-three years later. The model worked after broadband and subscription habits matured; in 1994 the structure arrived before its habit-space.
Neo Geo AES — An Experiment in “Extreme Ownership”
SNK's Neo Geo AES (Advanced Entertainment System, 1990) occupied one extreme of the ownership spectrum.
It brought exactly the same games as its arcade MVS board into the home without compromise: identical graphics, sound, and content. The price matched the ambition.
North American launch price: $649.99 for the console and $200–$299 per cartridge. Super Nintendo cost $199 and Sega Genesis $149. One Neo Geo game could cost as much as a competitor's console.
Yet a market formed. “Neo Geo owner” became an identity. Arcade quality at home—and the capacity to pay for it—was itself a signal. Price created scarcity of ownership.
It failed as a mass product but endured as a niche through the mid-1990s and retained aftermarket demand after 2000. Neo Geo cartridges still command high collector prices. It showed that the Veblen-good logic—higher prices can intensify desire—also works in games.
The Birth of DLC — “Owned, but Incomplete”
In April 2006, Bethesda released downloadable content for The Elder Scrolls IV: Oblivion: the Armored Horse Armor Pack, two sets of armor for in-game horses. It cost 200 Microsoft Points on Xbox 360, about $2.50.
Communities objected: “Why pay again for a game already bought?” and “This should have been included.” “Horse Armor” became shorthand for greedy DLC.
Yet it sold. Bethesda continued, releasing the more substantial Knights of the Nine ($9.99) and Shivering Isles ($29.99) that year.
The implicit premise that buying a package meant receiving a complete game began to break.
DLC evolved in several directions:
- Expansion pack: substantial story or content, usually $10–$30.
- Season pass: prepay for several future DLC releases—content not yet released.
- Cosmetic DLC: appearance items that do not affect play.
- Battle pass: limited-time missions and rewards in a subscription-like DLC structure.
Fortnite's Battle Pass (from 2017) combines seasons and DLC. Completing ten weeks of tasks earns rewards; it sells rewards proportional to time and activity rather than content alone. The foundation moves from ownership to participation.
Korean companies pioneered related structures. Nexon's MapleStory (2003) introduced a cash shop selling inexpensive character-appearance items, connecting payment to self-expression rather than purchase of a finished game. Part 8 returns to this history.
Game Pass — From Ownership to Access
Microsoft launched Xbox Game Pass in June 2017, offering hundreds of games for a monthly fee. Xbox Game Pass Ultimate added PC in 2019.
It follows the path by which Spotify in music and Netflix in video replaced ownership with access.
The structural core is a change in perceived value. Users no longer ask, “Is this game worth more than 30,000 won?” but “Can I enjoy all these games for 15,000 won a month?” The unit and criterion of value change.
Microsoft announced roughly thirty-four million subscribers in early 2024. Sony restructured PlayStation Plus around a streaming library in 2022, and Nintendo added retro libraries to Nintendo Switch Online.
Ownership was not eliminated. Physical packages and individual digital purchases still held a large console-software share in 2023. Consumers now commonly buy games they want to keep and use subscriptions to sample others.
Ownership and access coexist not only in one ecosystem but within one user. This is not business-model replacement but differentiation.
An Unexpected Connection — Limited Editions Reinvent Ownership
As ordinary ownership seems to weaken, it strengthens elsewhere through limited editions.
Even when software is digitally accessible, a Collector's Edition adds a physical box, figure, art book, and poster at two to five times the standard price.
It sells not gameplay but scarcity of ownership—the identity signal, “This is limited, and I am one of its owners.”
The same structure drives the LP revival. People buy vinyl they can stream freely; LP sales rose in the 2020s. Physical ownership becomes identity. Limited game packages land in that space: ownership separates from play and becomes an independent reason to pay.
Sony, Nintendo, and Microsoft — Strategies of Three Empires
Three companies dominate the 2020s console market, but their business models differ clearly.
Sony Interactive Entertainment — An Empire of Exclusive IP
Sony uses exclusive software IP to drive hardware purchase. Uncharted, The Last of Us, God of War, Horizon, and Spider-Man were PlayStation-only before recent PC ports.
It vertically integrated production through acquisitions including Naughty Dog, Insomniac Games (2019), Guerrilla Games, and Bungie (2022).
With PS5 in 2020, Sony released a Digital Edition without a disc drive; in 2023 it offered a model with a detachable drive, moving toward digital purchases.
PlayStation Plus has three tiers since 2022:
- Essential ($9.99/month): online multiplayer plus two or three monthly games.
- Extra ($14.99/month): access to more than four hundred games.
- Premium ($17.99/month): classic games plus cloud streaming.
Nintendo — An Empire of IP Protection and Evergreen Prices
Nintendo combines absolute IP control with vertical hardware integration. Mario, Zelda, Pokémon, and Animal Crossing remain tied to Nintendo hardware.
Its distinctive evergreen pricing keeps titles at list price for years. Mario Kart 8 Deluxe remained $59.99 years after its 2017 release, unlike competitors discounted seventy-five to eighty percent within a year. Consumers learn that waiting for a Nintendo sale brings little benefit.
Nintendo Switch Online costs $3.99 monthly or $19.99 yearly for multiplayer and NES, SNES, Game Boy, and GBA libraries. The $49.99 yearly Expansion Pack adds N64 and Mega Drive games plus selected DLC.
Nintendo aggressively enforces IP rights through fan-game removals, DMCA notices, and restrictions on unauthorized YouTube use and monetized streaming.
amiibo links a physical NFC figure to unlock digital content. Limited figures attract collectors and may sell for multiples of list price in the secondary market.
Microsoft Xbox — A Pivot to a Service Empire
Since the mid-2010s, Xbox has shifted from hardware sales toward subscriptions.
Xbox Game Pass Ultimate ($14.99/month) bundles PC, console, and xCloud. Microsoft first-party games enter on release day, replacing a $60 decision with stable recurring revenue.
Microsoft acquired Activision Blizzard for about $68.7 billion in 2023, adding Call of Duty, World of Warcraft, Overwatch, and Candy Crush.
xCloud uses Azure to stream console games to phones, tablets, and browsers. “Xbox everywhere” makes the branded experience transcend the device.
The Economics of Console Distribution — Dividing the Business Model from Distributor to Retailer
The path of money behind one packaged game is complex.
Physical distribution and revenue split
Publisher → regional distributor → retailer → consumer
From a $60 consumer price:
- Retail margin: roughly $12–$15 (20–25%).
- Distributor margin: roughly $3–$5 (5–8%).
- Platform-holder royalty: roughly $6–$10 (10–15%).
- Publisher receipt: roughly $30–$38 (50–60%).
- If developer and publisher differ, the developer receives a further contractual share.
In Korea, Daewon Media has long served as Nintendo's official distributor. Even after Nintendo established Nintendo of Korea in 2006, Daewon handled much of distribution. Unlike Sony Korea's direct PlayStation distribution, Nintendo used a local partner that received territorial exclusivity and inventory risk.
Region locking
Older consoles separated PAL Europe, NTSC North America/Korea, and NTSC-J Japan. Nintendo kept region locks through 3DS (2011) and removed software locks with Switch (2017). PlayStation has generally been region-free since PS3, although DLC may remain regional.
The business reason was regional pricing. Without locks, customers buy from cheaper regions and undermine differentiated prices.
Transition to digital distribution
PlayStation Store, Nintendo eShop, and Xbox Store take thirty percent and give publishers seventy. Publishers rise from roughly fifty-to-sixty percent physically to seventy digitally because retail and distribution margins disappear; platform holders receive a larger fee than their physical royalty.
Conflict over used games
Publishers and developers earn nothing from resale, while retailers commonly take margins of forty to fifty percent. GameStop's used margins far exceeded those on new games.
Xbox One's failed DRM policy (2013): Microsoft proposed 24-hour online authentication and restrictions on resale. At E3 2013, Sony won applause by announcing that PS4 would permit used games. Microsoft withdrew the rules before launch.
Grey markets: G2A and Kinguin sell digital keys below official prices, sourced from discounted bundles, regional price differences—such as Turkish, Eastern European, and Argentine Steam keys resold in the West—or stolen cards. Publishers criticize them; Witcher developer CD Projekt Red publicly demanded that G2A stop selling its games.
The Paradox of Digital Ownership — Sony's Cases
Digital purchase differs from physical ownership, often without consumers fully understanding the distinction.
Planned removal of Discovery+ content (2023)
In December 2023, Sony announced it would remove roughly 1,200 purchased Discovery Networks videos from PlayStation Store libraries at year-end because licenses were expiring, including Food Network, HGTV, and Discovery documentaries and shows.
Users protested that “purchased” content could disappear because of a seller's contract. Sony renewed its agreement with Warner Bros. Discovery and reversed the plan. The reversal did not erase the structure: terms still allow another notice.
Legally, customers purchase not content but access while the platform maintains a license, although the experience is designed to look like a purchase.
Attempted closure of PlayStation 3 stores (2021)
In March 2021, Sony announced phased closures of PS3, PSP, and PS Vita stores. After strong resistance, it kept PS3 and Vita stores open; SIE CEO Jim Ryan acknowledged a mistaken decision. Only the PSP store closed as planned in July 2021.
Helldivers 2 PSN-linking crisis (2024)
In May 2024, about three months after release, Sony suddenly required Steam players of Helldivers 2 to link PSN accounts. Buyers in roughly 170 countries without PSN faced losing access.
Hundreds of thousands of negative Steam reviews appeared within days, turning the rating “Overwhelmingly Negative.” Sony reversed the policy after seventy-two hours.
The event revealed that a platform holder can change conditions after a paid purchase. The power appears in agreed terms, but consumers rarely buy while consciously recognizing it.
The same debate extends to ebooks, including books removed from Amazon Kindle, as well as film and music libraries.
The Minor-Console Landscape — Outside the Big Three
Sony, Nintendo, and Microsoft dominate, but other players use varied strategies.
Steam Deck (Valve, 2022)
A handheld PC running Linux-based SteamOS and most Steam libraries. It launched in 64–512GB versions; an OLED model followed in 2023. Valve openly described hardware margins as secondary: long-term profit comes from Steam game sales and its thirty-percent fee. More purchases offset hardware losses.
ASUS ROG Ally / Lenovo Legion Go (2023)
Windows 11 handhelds support Steam, Xbox Game Pass, Epic Games Store, and other PC platforms. Compatibility is wider than Steam Deck, while battery life and price are drawbacks. Their model combines hardware profit with existing ecosystems, without a proprietary software library.
Analogue Pocket (2021)
A $219.99 FPGA console that electrically recreates retro hardware and accepts real Game Boy, Game Boy Color, and Game Boy Advance cartridges rather than emulating them. It earns from premium hardware, charges no software fee, and targets collectors seeking an original experience.
Panic Playdate (2022)
A tiny $199 handheld by Panic with a monochrome reflective LCD and a distinctive crank input. Hardware included a first “season” of twelve exclusive games delivered wirelessly over time. Indies can sell games through Catalog. Limited production created scarcity.
Evercade (Blaze Entertainment, 2020)
A physical-cartridge retro handheld licensing collections from Atari, SNK, Namco, Technos, Codemasters, and others. Hardware-plus-cartridge sales deliberately land in collector culture and the ownership habit-space.
Atari VCS (2021)
A crowdfunded home console combining classic Atari games with a Linux PC. After complex ownership changes and Atari SA's 2013 bankruptcy, it was an Infogrames attempt to reactivate the brand. Weak software support limited its presence.
GPD Win / AYA NEO
Chinese manufacturers pioneered Windows handheld PCs. GPD Win led the category from 2016 before Steam Deck. Premium AYA NEO devices use high-performance AMD APUs and cost roughly $600–$1,000 or more.
Shared minor-console strategy
They generally do not build a new software ecosystem. They access Steam, Xbox, or retro cartridges through a new form factor and earn hardware margins or platform-linked fees without spending trillions of won on exclusive IP. The same choice creates their weakness: little that can be done only on that device.
This Chapter's Hints — Checkpoints for New-Content Planners
Checkpoint 1: Will you sell your content as “ownership” or “access”?
Ownership assumes trust in prepaying for a finished work. Access assumes a continuing relationship: pay while value continues. Pricing, updates, and user relationships differ. Either choice must meet the expectations it creates.
Checkpoint 2: If using ownership, is there value that cannot be returned?
The Atari Crash showed that a whole market contracts when pre-purchase trust collapses. Nintendo's seal restored not game quality alone but the trust structure of ownership. How will your content earn confidence that it deserves prepayment?
Checkpoint 3: The same structure fails without infrastructure.
Sega Channel (1994) and Xbox Game Pass (2017) shared a structure; broadband and mature subscription habits separated them by twenty-three years. An earlier example was GameLine (1983). Control Video Corporation sold a $60 cartridge modem that let Atari 2600 users rent a game by telephone for about one dollar and play it for a week. It vanished with the Atari Crash, but employee Steve Case later founded AOL. Verify that users possess the infrastructure your business model assumes. A model that arrives too early disappears.
Checkpoint 4: Are “ownership” and “identity” separate?
Limited goods and the LP revival show a space where ownership itself is the payment reason. Can your content make possession valuable in itself and turn it into an identity signal?
The next chapter moves to a question arcades and consoles could not finish: how do you give something away and still make money? It follows the invention of PC cafés, subscription MMORPGs, Nexon's free-to-play innovation, and the game industry's conversion of the paradox called “free” into a business model.
Kim Dongeun WhtDrgon@MEJE.kr 2026