Tovan Cassidine, on 01 July 2014 - 08:32 AM, said:
F2P as a business model is still quite new; only in the last decade or so has it really gotten any traction. People – and by people I mean CEOs, economists, and other money folks – don’t really understand all the ins and outs of it yet; they’re still experimenting, trying to figure out what works and what doesn’t. Clearly the business model has potential – many argue that it has much greater potential than the traditional subscription model – but we don’t really know how to best run it yet.
Piranha’s opted for a model that runs more like Steam for BattleTech than a typical F2P. The default MC prices are jacked, and while the free currency is certainly an option and you can play just fine on nothing but C-Bills (‘Mech bays notwithstanding, and that’s a thing I’m readily willing to discuss), it doesn’t buy you everything. That said, Piranha also tends to throw out a LOT more sales than other F2P titles I’ve seen/monkeyed with, and those sales tend to be pretty deep, too. 20% off a handful of cosmetics or boosters is fairly typical of sales I’ve seen in other F2P/microtransaction games, while Piranha regularly cuts prices by half during its sales, and rarely goes below 30%. I’m honestly wondering if Roland’s proposed model in which
absolutely everything is available for C-bills wouldn’t curtail the frequent sales Piranha currently puts on. They’d have to actually do it to find out, and why should they fiddle with their business model now when it’s currently working? Sure, it may work better than it currently does – or it could work worse.
That’s part of what makes this whole F2P boom so absolutely terrifying for publishers and money-people –
they have no idea what The Players Want. They’re trying to satisfy the needs and passions of the Internet, and that is a thing one must undertake with caution most extreme. F2P smash hits are often as much luck as anything else, and the
exact same business model that’s a runaway money train for one publisher could turn out to be a complete bust for another, whose player base has different needs, expectations, and desires.
Players have to realize that the Money Folks honestly kinda
hate players. We scare them; they have little idea how we’re going to react to any given thing, we’re not as safely predictable as a lot of other markets are, and thusly they consider us a very high-risk venture. This franchise is especially high-risk, as it involves a long-standing, deeply loyal fan base which can be counted on to get one off the ground (as it did; thanks, Founders), but which also has much greater and more fickle expectations than the typical MMO fan base. It’s a whole lot easier to p!ss off BattleTech people than it is Generic Sci-Fi MMO 497 people, who’re willing to let the developer mostly do whatever they feel will make the game better.
It’s why I’m back to having Piranha’s back, now that they’ve demonstrated significant progress in pulling their head out of their [REDACTED]. I love this franchise and I want to see it grow and succeed. I want all the people out there who refused to fund a proper MechWarrior 5 to look at MWO and go “Maaaaan…we totally shoulda picked up that project when Piranha came calling.” I want to prove to the video gaming industry that MechWarrior is still a hot property, and that a developer can count on MechWarrior’s fans to back them up and help them make a really great game.
We’re doing a bang-up job of that now, aren’t we?
[/sarcasm]