Bhael Fire, on 12 March 2014 - 12:11 PM, said:
It's very important to not think of all solo players as "fly-by" customers...they have the potential to be much more, but only if your game is worth it.
game.
yes and no
A game can do very well even with a high turn over rate as long as the new and casual players come in at a steady rate. It doesn't matter how long they stay. A week, a month, a year. As long as a steady influx comes in the game will do well.
Not the OPTIMUM thing is to retain all of those players.
Even if you don't though, as those players come and go, your groups that have built websites, set up TS servers, etc. stay regardless of those numbers. As they stay they spend money on a regular basis. They're more invested in their communities so they have more reason to stick around long-term. It's a combination of social acceptance and peer pressure. If I join a unit and lets say I make 10 good online buddies I enjoy playing with. Over the course of 6 months we get into our "routine" of when and how we drop together.
When something else that comes along that I also enjoy, I still have that drive to drop in this game not because of the game itself, but because I enjoy the community I've joined.
it's just like going to the gym. having a gym partner means I've made a commitment to someone else to attend the gym at certain times. I'm more apt to not talk myself out of going if I have someone depending on me being there as well.
A good example
Star Citizen. Just about every unit I know of has players that will be playing that game as well. If this game doesn't let me play with those friends I've made, why would I keep supporting it by dropping money on it (note I didn't say quit playing it entirely) when I can put the resources I have built for this game (websites, ts servers, etc.) into SC and take that community I've joined and just move it to a game that's much friendlier in terms of allowing us to play together?