repete, on 25 June 2013 - 10:55 PM, said:
I have heard it said by those in the game industry, either game devs/publishers or journos, that your money comes from casual players. This doesn't seem implausible. If so, to be honest, I don't expect anyone protesting over things like 3PV to make any difference. But for those that do, it is the principle of it, and I can respect that.
In the scenarios you've outlined above, hopefully before "game dies" someone goes "Hey. Revenue is declining. What's going on?", and perhaps a stat in there is, players who were previously paying are not any longer. Perhaps. A lot of MWO players I know talking about Star Citizen at the moment. A LOT.
I work in the game industry, although just as an artist. I've still had to attend all sorts of monetization meetings and lectures, and believe I have a decent grasp of the current F2P money making models.
You are partly correct, casual players bring in the money. In CASUAL games, that deal with millions or billions of monthly users that play a couple games now and then. And even in them, it's really the whales that spend ridiculous amounts of money that bring in a huge portion of the income, compared to the regular paying users that pay a dime once or twice. Majority of players by far will never pay anything.
MWO is a schoolbook example of a niche F2P game. It can not rely on attracting enough whales from millions of users to guarantee a stable income. It relies completely on a rather small group of very dedicated players, who are willing to support the development of that niche product. Businesswise, the only viable option is to sell things at comparably high prices to make up for the small targeted audience.
I'm sure everyone here realizes, that developing a title like MWO likely takes a lot more time and money than developing those casual titles like Angry Birds or Candy Crush Saga. Those casual games can afford to tweak their monetization and even gameplay here and there looking for the sweet spot for maximum profit, money will be pouring in anyway. Sadly, usually maximum profits come from P2W, because people really really like winning in games.
Considering this, the only likely reaction to a sudden drop in profitability accomplished by people not buying stuff, would indeed lead to someone going "Hey. Revenue is declining. What's going on?" In a perfect world where PGI was made of money, free labor and inifinite wisdom, this could lead to the dev team figuring out how to improve the game. But in this dumbass moneygrubbing world we live in, to keep money coming in to keep the development going, the priority would very likely be to figure out ways to increase the players' desireability of spending more money. P2W anyone?
I personally would consider a truly P2W MWO a dead MWO.
I honestly think PGI has made beautiful work with their monetization by providing digital goods that I want to buy, but that don't really give me much of an edge in the game. I don't even feel cheated by paying money for mechs that didn't make me win.
That's my 0.02$ for the boring business thingies.
Besides that, I do agree that there are things desperately in need of fixes and huge completely absent features that will define the game. And as a player, I would of course prefer everything to be cheap or free and transparent and patched 5 times a day to fix balance. I would also like to have a real life Timber Wolf.