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How Much Do You Plan On Spending On Mwo Per Month?
#61
Posted 04 April 2013 - 12:43 AM
If the game in my perception is worth spending money, it would be 15$ a month I guess. Jugding by the amount I spend on other similar f2p products.
My 2 main points are CW and regional servers (both announced early 2012).
#62
Posted 04 April 2013 - 12:46 AM
I'm finally reaching the end of my Founder's MC, so I may g for a $100 pack sometime soon if there's a sale or another hero mech I really want.
Edited by One Medic Army, 04 April 2013 - 12:47 AM.
#63
Posted 04 April 2013 - 01:00 AM
#64
Posted 04 April 2013 - 01:22 AM
You make a comment about "f2p" players + there's a lot of people voting to spend $0. That's fine, if you're enjoying the game and unable/unwilling to pay I thank you for being here and providing a critical mass of players to give me my monies worth in targets.
I trust, though, that if you fall in to the category of people that would never pay that you are busy, when on the forums, supporting the opinions of those of us who do pay in order to keep your own gaming experience here alive.
Afterall, there's no point in you asking PGI to create you more content off my money when issues I have aren't resolved first - I might stop paying and you'd have to stop playing.
#65
Posted 04 April 2013 - 01:28 AM
#66
Posted 04 April 2013 - 01:28 AM
#67
Posted 04 April 2013 - 01:31 AM
Scromboid, on 03 April 2013 - 12:03 PM, said:
I'm pretty sure that wouldn't work.
I work in games business and have had to hear some stuff about monetization even though that I have very little interest in it.
Target audience defines the monetization model in freemium games. MWO is no Angry Birds, MWO will never hit one billion downloads. MWO is pretty much a schoolbook example of a game that has very targeted demographic, and that model works because there are very dedicated players who will spend lots of money in the game. This is in contrast to casual games in which the model works because the pool of users is so vast that very small transactions accumulate to significant amounts.
So there's a limited amount of players, and even though trying to get in some CoD audience in game, the player count will never get to those kind of numbers because of the niche hardcore mech simulation genre. Out of that limited customer base, there's a large percentage that will not pay anything in any case because 'it's a free game'. Out of the percentile that are willing to pay - unfortunately for the people who aren't willing to spend much - it's better business to keep prices high and get the money from the big spenders.
Getting some of the 0$ spenders to spend 7$ in a month would likely mean that the big spenders would go down from 200$ to 50$ a month (this isn't even a extreme example really, there are people who spend a lot more than that) since things are just so much cheaper and they don't need to invest as much to get the nice things. Also, the people who put in large sums of money are much more likely to waste lots of it in impulse buys (since they have lots of MC lying around), while small spenders will likely make only very thought-through purchases, making the big spenders even more lucrative.
TLDR;
If you're currently spending 0$ and think IGP/PGI would make more money if things were cheaper so that you and others like you would spend a little, you likely underestimate how much money the big spenders actually put in the game.
#68
Posted 04 April 2013 - 01:43 AM
#69
Posted 04 April 2013 - 01:50 AM
Kyynele, on 04 April 2013 - 01:31 AM, said:
This!
MWO has more parallels with an F2P flight sim like Rise of Flight (excellent, btw) than it has with mass-market shooters. Many MWO players have been attached to the IP for decades and have played MW2, 3 & 4. They are older and better paid than most gamers and are prepared to spend more - evidenced by all the Heavy Metal Highlanders jumping around over the last few days.
I'm probably quite typical. I actually don't care that the game is currently quite limited because I know it will grow over time and I'm old enough to be patient. I don't mind dropping £20-30 a month on it because it's still much cheaper than my other interests (gliding and road cycling). I also don't mind dropping money on MWO because I don't play many other PC games (Rise of Flight is the only other with any longevity on my PC, although I have the new Bioshock to install some time).
#70
Posted 04 April 2013 - 01:59 AM
Edited by buttmonkey, 04 April 2013 - 02:00 AM.
#71
Posted 04 April 2013 - 03:16 AM
and even then I might only spend $30-50.
#72
Posted 04 April 2013 - 03:26 AM
#73
Posted 04 April 2013 - 03:53 AM
#74
Posted 04 April 2013 - 04:47 AM
(The forums are much better source of entertainment anyway, where are my forum paint patterns and colours PGI?)
Long Answer:
#75
Posted 04 April 2013 - 06:37 AM
repete, on 03 April 2013 - 04:04 PM, said:
Hang on. Really? CoD and BF have massively successful multi-player ecosystems going (Admittedly not in a F2P model) who are "fighting over nothing". Is it not enough to just enjoy blowing up enemy mechs, for now at least?
No, you know why?
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#76
Posted 04 April 2013 - 06:55 AM
repete, on 03 April 2013 - 04:04 PM, said:
Yup. I think this boils down to "Do you do the sell one million units at $1, or one unit at $1,000,000"? I would have no idea how you would make this decision, though I'd have thought it was slanted towards the former as you also have 1 million 'more committed users'.
But you also run the risks of only selling 500K at $1 and not making enough money, or zero at $1,000,000. I suspect they have priced their items at the max they think they can get on the bell curve.
Let me say this. Every match I've managed to get in (Thanks black screen bug) has had at least one HMH.
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Hang on. Really? CoD and BF have massively successful multi-player ecosystems going (Admittedly not in a F2P model) who are "fighting over nothing". Is it not enough to just enjoy blowing up enemy mechs, for now at least?
Yup. I'm still bummed about the missile nerf. Quite a few mechs just rusting away in the garage and when I do take them out, they get owned by lasers.
Yeah, but real economics don't work like that. You are arguing extremes, and it always falls somewhere in the middle. You make that pink robot $10 and I think you'll have a ridiculous adoption rate to the point where you'll see 8 in every match... for a while.
That said, it came out two days ago. Of course you will see a lot. The question is this: In 3 months will it still sell as well at $35 a pop?
You will always get your initial buy in from folks who will buy something ~anyways~ no matter the price. Those folks are the initial 'gotta get it first and get it now'. What actually drives consistent revenue, though, are the folks who research, wait patiently and buy later. That is the vast majority, and you will end up making more money in the long term if you focus on catering to the vast majority vs. the early adopters.
Think of the TV industry. Remember when LED first came out? $20k for a 65"? Now what is it? I can get a 65" LED for less than a grand. You think the TV manufacturers are going broke because they are selling for so low? No. They are cleaning up now, because they got the initial burst from the early adopters, the 1%ers, if you will, and are now making a continual revenue stream from the VAST MAJORITY of folks (the 70%ers).
You have to make the game for long term or it will die.
I don't want this game to die. I like it quite a bit. PGI needs to refocus their strategies a bit for long term or we'll all be talking about how 'Cool MWO was back in the day' soon enough.
#77
Posted 04 April 2013 - 07:32 AM
Nothing is set in stone, and (hopefully) games like MWO get better over time and with more content / features.
CW and voip/ lobbies alone could change the worth (in my eyes) of MWO by a mile. Oh, and Balance too, but that is an ongoing challenge.
#78
Posted 04 April 2013 - 07:37 AM
Don't think it's worth it, the only reason I'm even still playing this game is because I don't want my Premium time to go to waste. Once that's expired I will probably stop playing, possibly for good.
#79
Posted 04 April 2013 - 07:45 AM
Kyynele, on 04 April 2013 - 01:31 AM, said:
Target audience defines the monetization model in freemium games. MWO is no Angry Birds, MWO will never hit one billion downloads. MWO is pretty much a schoolbook example of a game that has very targeted demographic, and that model works because there are very dedicated players who will spend lots of money in the game.
Yet on the other hand, that sounds like a very good argument for getting as much of that audience to pay as much as possible. So it'd seem wise to consider a price point where the majority of the audience is paying as much as they're capable of paying.
As another poster noted above, "...real economics don't work like that. You are arguing extremes, and it always falls somewhere in the middle."
I'm not sure they've found that middle yet. But I am sure they are experimenting to find it. =)
Edited by jay35, 04 April 2013 - 07:46 AM.
#80
Posted 04 April 2013 - 08:12 AM
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