# Monetization
Disclaimer: On-going work-in-progress trying to sort and conclude the input given here until now and furthermore: so keep on posting! In case you have proposals / notations aiming to improve the following assumptions or correct misinterpretations: feedback is very appreciated as long as it is provided in a structured and expedient manner - yes, even if this means to agree on what is „expedient / a general goal“ at all. Furthermore the english language ain’t my mother tongue, so lingual flaws can not be ruled out. Feel free to correct misleading descriptions.
General Remarks:
With a (rightfully deserved) scepticism rooted deep in most parts of MWOs community grounded in decisions PGI has taken in the past, transparent, public and goal-oriented communication between the parties involved (between PGI and the playerbase left / still interested in broadest sense), feels essential for the future of MWO (sim-shooter in the BT-Universe).
Since PGI seems to be in a state of risk-averseness or feels like having run into some sort of strategic dead-end (for reasons one can (only) assume), the creation of revenue – or to be more speficic – a reasonable ratio between investment and revenue on side of the producer and meaningful content subsequently adding to the joy the core-game-mechanics provide for the consumer feel crucial.
Assuming PGI is not in funds / does not have the financial ressources for significant amounts of advance investments anymore, low-risk with moderate-reward improvements seem to be the most likely / promising short-term measures for
NOW that could generate the revenue needed to fund further mid- to long-term improvements - therewith hopefully creating some kind of a sustainable upward-spiral of a content-revenue-cycle again.
So whatever potential area of improvement (and there are a lot for sure) is discussed here, will likely profit from a general mind-set tuned to an assessment of a measures impactfulness for the (potential) playerbase and revenue possibilites for PGI.
The assumption of the upcoming steam-release of MW5 spillin‘ some (new) folks onto MWOs shore again, underlines the necessity of being prepared to absorb as much of these „potential drop-ins“ into the existing playerbase as possible while creating worthwile content for the veteran player at the same time.
General question in terms of monetization seems to be what audience groups can be catered with what kind of content while creating a reasonable amount of revenue short-, mid- and long-term? Would it help to assess the following „archetypes“ to be applicable and check single areas of improvement for their potential? Just trying to provide some simplified identification of audience groups allowing to roughly scetch potential motivations and adequate measures here (feel free to refine!!!).
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Mech-Packs (see MWOComp-Document)
General Remarks: Revise overall mech-pack and mech pricing! Think about regional pricing adaptions (3rd world countries - as long IP-fraud can be ruled out).
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Lore-Based Mech-Packs [Source: Will9764 – Post #104]
Some people play MWO for and/or with a heavy lore-infused / house-affiliated degree of motivation (at least in their early days /in the beginning). As proposed by Will9764 (see #104 for details) the introduction of faction-based mech packs containing one faction-iconic mech of each weight class (+mechbay) and one (existing or to be implemented - hello new content!) hero-mech (+mechbay) might/will very likely serve this kind of interest. Add a reasonable amount of faction fluff items (Paint-job, colors, items, etc.), a reasonable amount of GSP and make it reasonably priced => there you go! Might furthermore imply revenue potential by adding faction-based match announcements / general sound packs and/or other faction-related stuff.
- (Unique) Selling Proposition for:
All audience groups with some degree of lore/faction affiliation not being in ownership of that concent. Other audience groups interested in specific parts oft he pack (interesting hero-mechs, certain fluff-items).
- Degree of ressources needed:
Low to low-medium, since most ressources are already implemented in game already. Additions (faction-specific heroes, new fluffaudio-files etc.) seem not very ressource-intensive.
- Resume:
Low investment, medium to high reward.
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Starter Mech-Packs [Source: Original Source Unknown – see MWO-Comp Document]
New / starting players often have a hard time in terms of judging the general performance potential of their first mech bought / builds and therefore with earning the reasonable influx of c-bills needed to keep playing while more likely losing than winning in the beginning. Might lead to some degree of frustration and make new players quit the game as worst possible outcome. As proposed somewhere (Original Source unknown – see MWOComp-Document), the introduction of one or more cheap priced starter mech pack(s) containing one solid mech of each weight class (+mechbay) might/will likely attract new players. Add a small amount of fluff items (Greenhorn-PaintJob or Cadet-PaintJob, Greenhorn- or Cadet-Items, etc.), a small amount of GSP, a medium amount of C-Bills to allow some modifications and there you go. Might furthermore imply revenue potential by adding status-based match announcements / general sound packs.
- (Unique) Selling Proposition for:
New / fresh players. Other audience groups interested in specific parts of the pack (Items, Paint-Jobs, Sounds).
- Degree of ressources needed:
Low to low-medium, since most ressources are already implemented in game already. Additions (Paint-Jobs, Items, new audio-files etc.) seem not very ressource-intensive.
- Resume:
Low investment, medium to high reward (depending on degree of advertisement, placement).
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Themed Packs [Source: Original Source Unknown - see MWO Comp-Document]
The introduction of thematic packs (whatever theme sounds applicable – encourage a discussion about what seems suitable/adequate first!) seem to be a general possibility to generate revenue even though very likely depending on the quality / content single theme packs provide. Certain fluff-items, camos and paint-jobs may do the job here. Might furthermore imply revenue potential by adding status-based match announcements / general sound packs.
- (Unique) Selling Proposition for:
MWO-audience in general (like completionists etc.) if interested in the pack / interesting packs in general.
- Degree of ressources needed:
Low-medium, assuming that appealing (!) camos, decals and paint-jobs gotta be created first, while minor ressources may be implemented in game already. Can’t be about „Re-cycling“ stuff only. Can not judge upon ressource-intensity.
- Resume:
Low-medium investment, uncertain (IMHO) reward - depending on degree of advertisement, placement).
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Improve(d) Cockpit (Bonus) Items [Source: Original Source Unknown - see MWOComp-Document]
Improvement of already existing or creation of improved Cockpit Items is very likely gonna be a well received and sought after source of monetization. Several boni that come to mind easily / exist already are: C-Bill-Bonus (X Percent), MechXP or GeneralXP-Bonus (X Percent), Faction-Reputation-Bonus (X-Percent) or even a combination of such. Existing faction or even any cockpit items (standing and hanging) could be adjusted (changing colors between faction color and gold for C-Bills; changing colors between faction color and [insert color here] for GXP, etc.).
- (Unique) Selling Proposition for:
MWO-audience in general.
- Degree of ressources needed:
Low-medium, assuming that appealing items gotta be (re-)created first. Can’t be about „Re-cycling“ stuff only. Can not judge upon ressource-intensity.
- Resume:
Low-medium investment, medium to high reward likely.
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Voice Packs (Bitchin‘ Betty, Announcers etc.)
Creation of custom soundpacks for bitchin‘ betty (more likely) or other in-game voice acting (less likely IMHO – mebbe minor exceptions like faction- or solaris-based announcements etc.) could be some source of monetization. This will hugely depend on the immersive quality or catchyness singular soundpacks are able to provide.
- (Unique) Selling Proposition for:
MWO-audience in general.
- Degree of ressources needed:
Low-medium, assuming that appealing soundpacks gotta be created first. Can not judge upon ressource-intensity.
- Resume:
Low-medium investment, medium reward likely.
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Supporter Packs - Source: NuttyRat #17)
(Tournament Packs, MWOComp-Packs, Team-Packs, Streamer Packs, Tutor Packs)
Packs granting a title, iconic decals, colors, items and sounds (like warhorns that make streamers, popular players or MWO-memes comment once ye achieve a kill or alike) that show, you are a pillar of the MWO-community by supporting one of this game’s many branches. Part of revenue created with these packs going into price buckets, to streamers, content generators or new player tutors. Adds a social pull-factor / value that could make people buy such packs. Get some prestigeous fluff-items while supporting the MWO-Community and create revenue for PGI too!
- (Unique) Selling Proposition for:
MWO-audience in general, team-afficionados, consumers of community content.
- Degree of ressources needed:
Additions (Titles, Items, new audio-files etc.) seem not very ressource-intensive.
- Resume:
Low investment, high reward likely.
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Bolt-On Overhaul / Creation of appropriate Bolt-Ons (Military themed and heraldic items) [Source: MW Waldorf Statler – Post #58]
Adding military themed bolt-ons (like searchlights, armor-plates, transport- & ammo-boxes)? Placing heraldic items (like shields etc.) to show off your allegiance? What a no-brainer with endless monetization possibilities! Do it! DO IT --- but don’t you dare em to fall off when touched by a tag! Placing immersive / heraldic items (no, not necessarily more of that exaggerated solaris stuff, but something more appropriate in terms of being part of a military force! Great idea!
- (Unique) Selling Proposition for:
MWO-audience in general, lore-enthusiasts, folks with interest in individualization.
- Degree of ressources needed:
Might be a little ressource-intensive, since „floating“ items ain’t very immersive, prestigeous or nice to look at.
- Resume:
Medium investment, high reward.
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New Hero-Mech(packs) [Source: Original Source unknown]
Adding new Hero-Mechpacks (more heroes of existing in-game variants) will add new toys to the „store“ people can spend some money / MC on. Try to make / quirk em unique somehow, so there is more incentive to buy them (like some mobility and REAL-jump orientied assault or whatever smart stuff you / the community can think of or that lore has already sketched out a little). People are starving for new mechs (even if heroes only), so it seems to be a short-term solution to create revenue with low cost.
- (Unique) Selling Proposition for:
MWO-audience in general, veteran-players and completionists.
- Degree of ressources needed:
Low to medium, since you got the mech-models already.
- Resume:
Low to medium investment, high reward.
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Steampacks [Source: Original Source unknown]
Lots of people (new players especially) might be a little defensive about third-party / credit card payments via the games website. Why not taking the quick buck, if ye can? Impulse-purchase are severely interdicted by being in need of checking out (suboptimal) webshops first. So even though steam is taking a (big?) share of the sales happening there, the assumed plus of people buying MWO-stuff promoted directly over the steam-interface might still be worth it (like the new player packs, fluff-items packs etc.). Was the Solaris Hero Pack such a bad deal for PGI? Some sort of „One(Trusted)Shop-One(Trusted)Stop“-principle applies here too, not?
- (Unique) Selling Proposition for:
MWO-audience in general, new players.
- Degree of ressources needed:
More a question of negotiations (legal + pricing) than coding-work.
- Resume:
Unclear degree of investment needed, constant influx of revenue expected.
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(Client-Based) Custom Colors for UI, lasers weapons, etc. [Source: Original Source unknown]
Comparably miniscule/small changes with unclear monetization effects. May add some fluff / individualization options while being not ressource-intensive at all.
- (Unique) Selling Proposition for:
MWO-audience in general, completionists.
- Degree of ressources needed:
Nil to low, can not judge upon the coding-work though (replace some numbers and potentially implement some selection buttons in-game / options).
- Resume:
Nil to low, medium reward likely.
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Early Adopter Variants
(Re)Add exclusive early (but not Pay2Win) adopter variants to the mech packs (again). Special paint-jobs, minor design adaptions (like some unique armor / bolt-on pieces exclusive for this variant), unique patterns/decals, titles and/or mirror-inverted loadouts could be non-game breaking incentives to buy (reasonably priced) mechpacks right from the start.
- (Unique) Selling Proposition for:
MWO-audience in general.
- Degree of ressources needed:
Low. Inverting loadouts and creating minor model-changes shouldn’t be too much of a hassle.
- Resume:
Low to medium effort, plus in sales/early sales likely though - if the exclusive early-adopter variants have unique looks / are recognizable and stay (!) exclusive.
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Add metallic paints
Another no-brainer. Add metallic paints to generally enlarge the base of colors available and therewith allow more visual customization options.
- (Unique) Selling Proposition for:
MWO-audience in general, lore-enthusiasts, folks with interest in individualization.
- Degree of ressources needed:
Low. Shouldn’t be quantum-physics to add some special paint-jobs,
- Resume:
Low investment, plus in sales.
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Player designed (Unit)Decals / Top-Team Decals etc.
Can’t tell if this is a little late for the party, since the big unit times seem to be over (for now). But still, adding player designed custom decals after having them reviewed by PGIs art-/tech-team could be a welcome addition for some people. Gotta keep potential game-file-bloat in mind (showing all decals/items makes the UI hickup alreay – at least in my case). The more customization options the better.
- (Unique) Selling Proposition for:
MWO-audience in general.
- Degree of ressources needed:
Low-medium. Grant decent instructions on how to create decals to keep the review-process as simple as possible on the technical side. Reject „absurd“ or „non-fitting“ submissions though.
- Resume:
Low investment if done right, plus in sales.
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(Voluntary/optional) Subscription models / battle passes
Now that is a pugnacious topic IMHO. While some sort of monthly subscription model(s) (various tiers granting different degrees of goodies) could be thought of, it would be in need of very, VERY careful implementation. Dangerous minefield in my opinion, since a lot of people will certainly not regard this to be an appropriate act due to MWO being on development lockdown / content starved for a long period of time now. But hey, some people brought it up and „everything is on the table, right?“
- (Unique) Selling Proposition for:
Uncertain
- Degree of ressources needed:
Low. More a question of responsible / reasonable effort and reward correlation than technical difficulties.
- Resume:
Uncertain
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Edited by AnAnachronismAlive, 27 November 2020 - 01:15 PM.