Agent of Change, on 21 November 2012 - 07:59 AM, said:
On average a lot more than that, but it is spread out among multiple hobbies and pass times. The point is while the 16-20 demo is attractive for revenue generation it is rarely a sustainable business model for ongoing profits.
As was stated before 'general gamers' jump on the new hotness coming down the pipe much like MWO players jump on the new mech chassis, the difference being there is so much 'new hotness' coming down the road at any given tiem that it becomes easier to just pick up the newest and leave the past int he past.
Really there are two overall general archetypes for long term profits when dealing with an ongoing product:
New Player cash infusion: This business model focuses on pulling in new players to get their initial (usually the larget they will make at one time) investment. Once you have their money the first time you aren't worried about player attrition because you are focused on simply bringing in more new players. The advantages of this are big chunks of revenue but it is incredibly swingy and tends to cluster around 'content releases'. Downsides include continually lowering the bar to 'open it up' to wider and wider audiences, this of course inevitably alienates the people who invested prior to each 'adjustment' to bring new people in. This Model usually also focuses on the young who will in their exuberance blow their own money or parents money getting involved.
Cultivated Community Revenue Stream: This model lives on the other side of the spectrum it focuses less on hordes of new players and more on creating an environment that keeps a player around and paying once they decide to invest. Monetarily this is generally less big spike and more of a steady reliable stream of money. This is what many subscription models were based on and it is possible in F2P if done right. This model however has limitations, by focusing on a core audience to keep and hold, the overall 'accessibility' is reduced, there becomes a barrier to entry which will alienate some potential new players much as the other model alienates existing players. this model tends to focus on older people who will budget and invest in something but only if it maintains the standards they expect.
Now I am partial to the latter because I largely see it as a divide between creating a gaming experience worth having and a watered down cash grab. I think that teh best model lies somewhere between these two, but it does mean narrowing your intended audience to something less than 'everybody everywhere' and trying to avoid driving you most staunch supporters away.
As was stated before 'general gamers' jump on the new hotness coming down the pipe much like MWO players jump on the new mech chassis, the difference being there is so much 'new hotness' coming down the road at any given tiem that it becomes easier to just pick up the newest and leave the past int he past.
Really there are two overall general archetypes for long term profits when dealing with an ongoing product:
New Player cash infusion: This business model focuses on pulling in new players to get their initial (usually the larget they will make at one time) investment. Once you have their money the first time you aren't worried about player attrition because you are focused on simply bringing in more new players. The advantages of this are big chunks of revenue but it is incredibly swingy and tends to cluster around 'content releases'. Downsides include continually lowering the bar to 'open it up' to wider and wider audiences, this of course inevitably alienates the people who invested prior to each 'adjustment' to bring new people in. This Model usually also focuses on the young who will in their exuberance blow their own money or parents money getting involved.
Cultivated Community Revenue Stream: This model lives on the other side of the spectrum it focuses less on hordes of new players and more on creating an environment that keeps a player around and paying once they decide to invest. Monetarily this is generally less big spike and more of a steady reliable stream of money. This is what many subscription models were based on and it is possible in F2P if done right. This model however has limitations, by focusing on a core audience to keep and hold, the overall 'accessibility' is reduced, there becomes a barrier to entry which will alienate some potential new players much as the other model alienates existing players. this model tends to focus on older people who will budget and invest in something but only if it maintains the standards they expect.
Now I am partial to the latter because I largely see it as a divide between creating a gaming experience worth having and a watered down cash grab. I think that teh best model lies somewhere between these two, but it does mean narrowing your intended audience to something less than 'everybody everywhere' and trying to avoid driving you most staunch supporters away.
Thank you, exactly the point I was making, and a cogent summation.