THQ's Brian Farrell, speaking at the Cloud Gaming USA conference this week, expanded on his plans to keep players of Saints Row: The Third engaged long after release.

"We're totally changing how we keep consumers engaged for a very long time," he said. "We intend to create an online digital ecosystem that keeps them interested for a year or more."

In the context of Saints Row: The Third, this means 40 weeks of downloadable content that will "grow and change the experience as the consumer engages with the game."

Farrell is interested in experimenting with new pricing models, as the company's recent experiment with MX vs. ATV Alive demonstrates. In this case, the company opted to sell the product for a lower price point -- $39.99 -- then support it with DLC post release. It didn't go too well.

"Unlike free to play, $39.99 just wasn't low enough to drive a big enough install base to push the level of DLC we had initially hoped for," Farrell admitted. "We think the business model will vary based on the type of content being offered. We're starting to see a world where players can pay different amounts based on preferences with casual players paying a small amount, and more hardcore or passionate players investing more into their experience."

Exactly what form Saints Row: The Third's DLC will take is yet to be seen. Farrell frequently refers to concepts such as "online in-game storage, consumables and other online items" but doesn't specifically note if the game addons will be in the form of small items such as weapons or costumes, or significant additions to the gameplay. Either way, there will be additional content for the game spread across more than 40 weeks in an attempt to create the "online digital ecosystem" Farrell craves.