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Instead Of Pay2Win : A Simple And Balanced Economic Model For Mwo


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#1 VoltarDark

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Posted 05 March 2013 - 08:38 AM

To avoid any arguments about pay to win thus alienating the player base, i present this economic model to the PGI-IGP :

Lets say the goal to be financially interesting, MWO must reach a minimum average spending of 70$ CAN per player per year.

So a player base of 75 000 players would give a gross income of 5 250 000 $ CAN / year.

How to achieve that:

First :

When a players reach a minimum spending of 70$ CAN in MWO ( within a year), he become a premium consumer who can purchase anything with either MC or C-Bills for the year following the date his goal is met.

*Note 1: The only exception : Hero mechs that become purchasable with C-Bills a month after theirs release.

**Note 2: Special events fees, tournament fees do not count toward the minimum 70$ CAN goal/year and must be pay with MC.







Second :

For the non-premium consumers, make everything related to playing the game also purchasable with C-Bills with the exception of heros mechs, mech bays and cosmetic items.







Third :

Bring new content to the game steadily over the years.




As an alternative:
If a player can keep and average spending of 9.00$ CAN a month, he would become a premium player for the next month... but with a maximum available C-Bill spending of 15 000 on Hero mechs, mech bays or cosmetic items.


The 70$ CAN sure can also be lowered as the fanbase grow.
As the years passed, the core development will diminish then the cost could also be lowered then.

Remember, we want the greatest mech game of all time without pay2win !

With that IGP, PGI and the player base will be happy.( Win-Win situation)


To the pleasure of fighting you fairly in the game !

Edited by VoltarDark, 05 March 2013 - 10:04 AM.


#2 Antasius

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Posted 05 March 2013 - 08:56 AM

This is a logical breakdown of hypothetical numbers, concise, and to the point. It offends none and makes sense.

I just wanted to get that in there before the crazies chop this post apart.

#3 Syllogy

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Posted 05 March 2013 - 08:58 AM

Now, explain the Real-World Business Financial Repercussions of this model without assuming that everyone, or even 1/4th of the player-base will spend $70 on the game.

Spread that number over 5 years of operation, with projected earnings vs. player-base, and calculate for the release of new content and the drop-off of old content.

Edited by Syllogy, 05 March 2013 - 09:00 AM.


#4 Jules Gonzales

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Posted 05 March 2013 - 08:59 AM

That is one ******* expensive game.

This was (about to) be the first game in which i've spent over 50$.

#5 VoltarDark

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Posted 05 March 2013 - 09:01 AM

I love this game, i made this suggestion only to preserve the integrity of the game and help it to achieve a long lasting success.

#6 VoltarDark

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Posted 05 March 2013 - 09:04 AM

View PostSyllogy, on 05 March 2013 - 08:58 AM, said:

Now, explain the Real-World Business Financial Repercussions of this model without assuming that everyone, or even 1/4th of the player-base will spend $70 on the game.

Spread that number over 5 years of operation, with projected earnings vs. player-base, and calculate for the release of new content and the drop-off of old content.


Remember that PGI-IGP where able to muster a 5 000 000$ from the fan base. Also you are not forced to pay anything to play or win.

#7 Syllogy

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Posted 05 March 2013 - 09:14 AM

View PostVoltarDark, on 05 March 2013 - 09:04 AM, said:


Remember that PGI-IGP where able to muster a 5 000 000$ from the fan base. Also you are not forced to pay anything to play or win.


And it will cost $30,000,000+ to operate this game for the next 5 years.

Paying the Bills while keeping the players happy is the trick.

Edited by Syllogy, 05 March 2013 - 09:14 AM.


#8 Syllogy

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Posted 05 March 2013 - 09:20 AM

Let's do some numbers here.

Lets say that PGI has 50 people on payroll at a flat $60,000 per year.

That's $3,000,000 per year just to pay the employees.

Lets say that PGI pays the lowest possible rate for a server per month @ $500 per Dedicated Server.

Now, lets say that they have to maintain enough servers to hold 10,000 players at any given time (Lowballing it here.)

That's $312,500 per month, or $3,750,000 per year just to operate the servers.

Without assuming other bills, outside contractors, and other costs, PGI must produce $6,750,000 per year just to maintain operations.

Assuming that this game has a 5 Year Lifespan (Below average), it will cost PGI an absolute minimum of $33,750,000 to produce and maintain this game.

PGI must raise $562,500 per month to break even at that number. With these numbers, 50,000 people must each pay an average of $11.25 per month to break even.

Edited by Syllogy, 05 March 2013 - 09:24 AM.


#9 RickySpanish

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Posted 05 March 2013 - 09:21 AM

That's a terrifying idea OP when you consider that with a micro transaction model, you're relying on 5% of the population to fund your game (the 'whales') who spend thousands of dollars a month. Giving them a free ride after $x is financial suicide.

#10 VoltarDark

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Posted 05 March 2013 - 09:39 AM

View PostSyllogy, on 05 March 2013 - 09:20 AM, said:

Let's do some numbers here.

Lets say that PGI has 50 people on payroll at a flat $60,000 per year.

That's $3,000,000 per year just to pay the employees.

Lets say that PGI pays the lowest possible rate for a server per month @ $500 per Dedicated Server.

Now, lets say that they have to maintain enough servers to hold 10,000 players at any given time (Lowballing it here.)

That's $312,500 per month, or $3,750,000 per year just to operate the servers.

Without assuming other bills, outside contractors, and other costs, PGI must produce $6,750,000 per year just to maintain operations.

Assuming that this game has a 5 Year Lifespan (Below average), it will cost PGI an absolute minimum of $33,750,000 to produce and maintain this game.

PGI must raise $562,500 per month to break even at that number. With these numbers, 50,000 people must each pay an average of $11.25 per month to break even.

Let assume that they will also sell something to the non-premium consumers and that some premium one will pay more then 70$.
It also assume the they will create special events and tournaments where the fees must be paid by everyone.

I'm pretty sure that together, we will find a just middle to keep our game fun and long lasting.

Thanks for your reply !

#11 Chavette

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Posted 05 March 2013 - 09:44 AM

View PostSyllogy, on 05 March 2013 - 09:20 AM, said:

Let's do some numbers here.

Lets say that PGI has 50 people on payroll at a flat $60,000 per year.

That's $3,000,000 per year just to pay the employees.

Lets say that PGI pays the lowest possible rate for a server per month @ $500 per Dedicated Server.

Now, lets say that they have to maintain enough servers to hold 10,000 players at any given time (Lowballing it here.)

That's $312,500 per month, or $3,750,000 per year just to operate the servers.

Without assuming other bills, outside contractors, and other costs, PGI must produce $6,750,000 per year just to maintain operations.

Assuming that this game has a 5 Year Lifespan (Below average), it will cost PGI an absolute minimum of $33,750,000 to produce and maintain this game.

PGI must raise $562,500 per month to break even at that number. With these numbers, 50,000 people must each pay an average of $11.25 per month to break even.


110-130k per year are more like the per-employee numbers after tax. I found the server cost stupidly high though so the total cost is still within proper magnitude.

Edited by Chavette, 05 March 2013 - 09:46 AM.


#12 Nikolai Lubkiewicz

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Posted 05 March 2013 - 09:52 AM

Moving to Suggestions

#13 Kdogg788

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Posted 05 March 2013 - 09:53 AM

Some people say they would have like a subscription service for say $15 a month. Do they not realize that adds up to $180 a year. Everyone who has paid in till now has decided to pay in on the premise that it's still beta and everything is in flux. All this mumbo jumbo about pay2win, "I paid for X", etc. is just getting out of control. Without ever playing the game with these modules how can anyone describe their in game effect as "pay 2 win".

-k

#14 Enig

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Posted 05 March 2013 - 11:13 AM

Bump because this **** is AWESOME

EDIT: Can someone at IGP put a chain on Niko?

Edited by Enig, 05 March 2013 - 11:16 AM.


#15 focuspark

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Posted 05 March 2013 - 11:17 AM

Still a big fan of disallowing mc to purchasing anything with the exception of Premium Time, paint, cockpit items, MXP->GXP, and hero mechs. Everything else should be for sale with c-bills only.

An exchange should be established where P2P players can trade MC for c-bills via auction with F2P players. PGIGP still get their MC sale, P2P players get c-bills for in-game purchases, and F2P players get access to MC only items.

This is what is known as a win-win-win scenario.





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