[MUD-Dev] Casual Crowd vs.Time Rich Crowd [was: Time Debt]
William Leader
leader at k2wrpg.org
Wed Aug 25 20:48:33 CEST 2004
In Reply to HRose:
I guess I wasn't clear at first but you nail the idea down
better. What I propose is tailoring versions (shards) of the game
to different users, because if there is anything that we can learn
from the diverse ideas that come from this list about what a game
should be about, its that one size does not fit all.
In Reply to J C Lawrence:
I understand the idea about making subscription services sticky,
and I don't think that goal and a varied pricing structure are
exclusive. While I don't now what any real world numbers would be,
I propose you consider the following anecdotal evidence. I paid
$9.95 a month for 3 months before calling it quits. That
represents $89.55 in gross sales. Had an alternative shard that
could have been more "sticky" for my play style been available, at
a price break, I would still be playing, So lets say that instead
of 9 months at $9.95, they could have realized say 36 months at $5
a month generating $180 in gross sales. and I can assure you that
the Cost for me would not have been an extra $90 (I speculate
since that my lower utilization of server and network resources
would mean lower costs too.) So by forcing me into one
price/options model, they made the game less sticky, lost a
content generator (since players generate content for each other),
and lost an opportunity for revenue. But like I said before, I
don't have real world marketing numbers to examine.
-Will Leader
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list