

Open Letter To Pgi / Devs - Mwo's Targeted Customer Base.
#1
Posted 21 November 2012 - 06:26 AM
There are 3 general categories of customers in MWO: Battletech table top fans, Mechwarrior computer game fans, and general gamers. The first 2 categories are heavily interrelated, but necessarily the same.
Battletech is over 25 years old, with an immense backstory and rich history, including over 90 fiction novels, dozens of game manuals, and even an animated TV series. These players are all about teamplay, groups of people who got together in basements and gaming shops who would spend all day rolling dice, yapping, playing as a group. It’s an extremely social activity.
Mechwarrior computer gamers have had 8 different games, not counting expansion packs and sequels ( such as MW4 Mercenaries), an online gaming community since MW2, and the continuation and upgrading done by MekTek after Microsoft dropped the franchise. Many, but probably not the majority, are also into teamplay and socialization, but there are also those that ran the computer games as solo activity at home, school, lunch hour at work, etc.
These are the people that all you have to do is whisper “Mechwarrior” and they will jump thru fire to be part of it, so long as it stays true to the original fanchise. Granted, there are the hardcore fanatics that any deviation from TT is viewed as evil, but as in any population, they are one extreme of the bell curve. Mechwarrior computer gamers are a bit more flexible, having gone thru a lot of the debate on TT vs. computer simulation balancing. These are your core customer base, so long as you can keep these 2 niche groups happy, you have a dependable return customer base.
Enter the general gamers. Now, some may find this insulting, but general gamers for the most part don’t give a $41t about backstory, history, precedence. What they want is action and shinies, the faster and easier the better. Anything that restricts that will be screamed about, whined about, complained about, like an ADHD kid that is jonesing for a Ritalin fix. Here is the rub, though – they are the largest of the 3 categories of players. However, dedication to a brand is not the hallmark of the general gamer. Soon as that new game comes out that is perceived to have more action and shinies, where devs are perceived as being more accommodating to player demands, and they will evaporate faster than a glass of water on the sun.
In essence, PGI’s strategy and MWO appeal, in order to sustain longevity, and in doing so, a dependable level of earnings, has to base it’s product on satisfying those customers that it can depend on for a fairly consistent return business. Even if that is not the majority of players.
As soon as you try to go for the lowest common denominator, the distinctiveness of the game is diluted to the point that those who are “invested” in the MW / BT franchise will no longer see MWO as continuing in the spirit of that franchise. At that point, it becomes a drive to appeal to the rather fickle masses to keep a high turnaround of new customers coming in spending money for short periods of time. For the short term, this can work, but the cost in the end is longevity.
For the long haul, providing a service / product that has a dedicated following that you can depend on for return business, even if it is a smaller customer base, still allows for quite a bit of “walk-in” business, and provides for a long term business model.
#2
Posted 21 November 2012 - 06:32 AM
#3
Posted 21 November 2012 - 06:33 AM
#4
Posted 21 November 2012 - 06:47 AM
Very well thought out and exactly what needs to be said.
#5
Posted 21 November 2012 - 06:48 AM
#6
Posted 21 November 2012 - 06:49 AM

#7
Posted 21 November 2012 - 06:54 AM

#8
Posted 21 November 2012 - 07:05 AM
#9
Posted 21 November 2012 - 07:11 AM
#10
Posted 21 November 2012 - 07:11 AM
#11
Posted 21 November 2012 - 07:21 AM
Edited by Ritter Cuda, 21 November 2012 - 07:22 AM.
#12
Posted 21 November 2012 - 07:26 AM
#13
Posted 21 November 2012 - 07:29 AM
Edited by KingCobra, 21 November 2012 - 07:32 AM.
#14
Posted 21 November 2012 - 07:36 AM
Ritter Cuda, on 21 November 2012 - 07:21 AM, said:
Teenagers spend 100% of their income on entertainment because they have no real income.
#15
Posted 21 November 2012 - 07:39 AM
#18
Posted 21 November 2012 - 07:53 AM
Zeh, on 21 November 2012 - 07:48 AM, said:
Significantly more than $100.. but lots of that goes to booze and food. Probably less on games and movies and music.
there you go . which is why the restraunts and bar advertise to you (and me) and games advertise to kids. this is a game
#19
Posted 21 November 2012 - 07:59 AM
Ritter Cuda, on 21 November 2012 - 07:40 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.
#20
Posted 21 November 2012 - 08:31 AM
Everything I've seen so far (albeit only for a short time) indicates to me that MWO will be made more accessible to the general gaming community i.e. "dumbed down" I believe is the phrase usually used on these forums, in pursuit of that middle ground Agent of Change highlights in his post. Until such time as features mentioned are introduced that ease the new player experience, my belief will be that further "dumbing down" will occur.
Hopefully, MWO will still be something I am interested in playing when it reaches the desired level of compromise.
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