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Cut Content, DLC, and Pricing Advice From a Player (Optional but advisable)

Cut Content, DLC, and Pricing Advice From a Player

Don't Throw Away Cut Content

One thing I've noticed is that many games leave unused assets, models, code, and scenes hidden inside the game files. Players often love discovering this stuff because it gives them a glimpse into what the game could have been.

Instead of letting that content sit unused forever, consider turning it into bonus content.

Ideas

  • Cut Content DLC

  • Developer Commentary Packs

  • Behind-the-Scenes Collections

  • Asset Packs

  • Concept Art Collections

  • Deleted Scene Packages

  • Prototype Builds

  • Lore Archives

Players who enjoy digging into game lore will often find this content fascinating.

Keep Your Game Size Under Control

One downside of leaving large amounts of unused content inside the game files is storage.

Huge games can be a downside when the computer is already struggling with storage space so it's preferable to cut down because people may not like the idea of downloading a 36 GB game and finding out that several gigabytes are content that never appears in gameplay and were cut from production. They are extremely intriguing, so I wouldn't take this rule as solid or delete them.

Better Solution

Remove unused content from the main game and offer it separately as:

  • Optional DLC

  • Downloadable bonus content

  • Developer packs

  • Special editions

This keeps the base game smaller while still preserving the work.

Cut Content Can Become Lore Content

Sometimes deleted scenes explain:

  • Character motivations

  • Story changes

  • Alternate endings

  • Abandoned mechanics

  • Early concepts

These things are often incredibly interesting.

Example

If removing a scene creates a minor or worse, major plot hole or leaves players wondering about something, that deleted scene could become bonus content that explains what originally happened.

Just make sure players know whether the content is:

  • Canon

  • Semi-canon

  • Non-canon

  • Prototype material

Consider Selling Asset Packs

If you've created:

  • 3D models

  • Textures

  • Animations

  • Props

  • Environment pieces

You can often package and sell them separately.

These assets may also help:

  • Modders

  • Indie developers

  • Content creators

  • Fans

Instead of deleting them, let them continue being useful.

Price Things Realistically

One mistake creators sometimes make is pricing based on effort instead of perceived value.

Example

You may spend:

  • 10 hours making a chicken model.

But customers see:

"It's one chicken."

The time invested matters, but customers usually buy based on what they feel they're getting.

Better Approach

Ask:

  • How much content is included?

  • How useful is it?

  • How does it compare to competitors?

  • What would I personally pay for this?

Large Prices Can Reduce Sales

Sometimes a creator thinks:

"If I sell one item for $2,000, I only need one sale."

The problem is that very few people may buy it.

Meanwhile:

A $2 item might sell hundreds or thousands of times.

Lower prices often attract more buyers.

The goal isn't always to maximize the price of a product—it's to maximize the number of people willing to purchase it.

Not Everything Needs to Be Expensive

Many players are happy to spend a small to moderate amount depending on:

  • Bonus content

  • Skins

  • Asset packs

  • Deleted scenes

  • Concept art

They're much less likely to spend a large amount unless the content offers substantial value such as actual canon/good gameplay.

Preserve Your Work

Even if content never makes it into the final game, don't automatically delete it.

That work can still become:

  • DLC

  • Bonus content

  • Free downloads

  • Modding resources

  • Developer resources

  • Historical archives of the game's development

You've already put the effort into creating it.

Final Advice

Don't think of cut content as wasted content.

If something was removed from the game but is still interesting, useful, or fun, especially for theorists, consider releasing it separately as optional bonus material. Players often enjoy seeing prototypes, deleted scenes, unused models, and behind-the-scenes content, especially is the story is mysterious or an a.r.g. and it can give your hard work a second life instead of leaving it buried in the game's files forever.


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