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Pre-order Bonuses: Gaming’s Bit of Madness

Getting customers to buy something that isn’t available yet might seem like a cruel joke (and a grift at worst) but that’s increasingly how sales in the video game industry work. Pre-ordering, a practice much-maligned even by the players who do it, is an increasingly critical factor in any game’s ma

Joshua White
Joshua White
November 22, 2023Updated March 27, 20263 min read

Getting customers to buy something that isn’t available yet might seem like a cruel joke (and a grift at worst) but that’s increasingly how sales in the video game industry work. Pre-ordering, a practice much-maligned even by the players who do it, is an increasingly critical factor in any game’s marketing plans. 

The Xsolla website suggests that pre-orders may even be worth up to a third of a title’s first-year income.

Potential Sales

How did we get here? From a consumer perspective, preordering doesn’t come with many advantages. 

Sure, you might get a unique in-game item for your trouble but the original purpose of preordering, i.e. ensuring that you’ll get a copy on launch day, no longer exists – and hasn’t since publishers began preferring downloads to games on a disc. 

Try and buy a physical title today and there’s a good chance you won’t get a disc at all, just a download code for your new gigabytes and a set of instructions.

This model contrasts with something like book publishing, which still uses pre-orders to inform potential sales numbers. Early purchases can also be a yardstick for what author Helen Cullen describes as “the elusive buzz”, a colloquialism for the amount of attention a book gets from readers. 

A similar practice exists in the casino industry, not so much to gauge interest but to create it early in the business/customer relationship. The casino welcome bonus offered by Playstar gives new players 100 free spins and up to $500 cash when they deposit. Once again, these sign-up bonuses can be an indicator of just how well the marketing team is doing.

Video gaming has taken all this to its logical extreme.

Pre-Order Cash

Like a smoothie made from whatever’s left in the veg crisper, game developers will put anything and everything into pre-order editions. 

In an extreme example, the Dying Light: My Apocalypse Edition included a real-life zombie shelter, headphones, night-vision goggles, and parkour lessons, among other things. It retailed for €250,000.

The Premium Edition of Resident Evil 6 came bundled with a replica of the main character Leon’s jacket and sold for $1,300. 

These hugely expensive items are outliers meant for purchase by a solitary superfan. A much more realistic pre-order package includes a cloth map or a figurine – or, in the case of the release of Nintendo’s Zelda: Tears of the Kingdom in Japan, a branded spoon and fork.

It’s all a bit silly but there’s a dark side to pre-orders. As AAA games naturally generate a huge amount of hype, some developers are getting away with both a chunk of pre-order cash and the release of a less-than-stellar product. 

The use of review embargoes has only made this problem worse, as consumers can no longer use professional opinions to inform their purchasing.

Overall, pre-orders do serve a purpose in all media industries. It’s just not always to the benefit of the customer, regardless of how many pieces of cutlery come bundled with a game.

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