[MUD-Dev] BIZ: Breaking the VW marketing model

Mike Rozak Mike at mxac.com.au
Sun Sep 26 08:19:09 CEST 2004


The traditional VW marketing model is that a user buys the game for
$50, and then pays $15/month for 12-24 months until they get bored
of the VW and leave. They then fork out $50 for another game and
play that. Repeat. The traditional VW marketing model held true when
there were far fewer VWs on the market. Does it hold true now?

Does anyone know...

How many players hop from beta to beta, spending most of their time
getting free play?

How many players avoid the $50 box fee by getting the VW distributed
in a games-magazine DVD or a large download?

How many players have accounts on multiple VWs? Some of my friends
are playing SWG (sci-fi), WoW (fantasy), and CoH (other genre) at
the same time. (Well, not literally at the same time.)

How many players have two (or more) computers and play several
accounts (in the same game) at the same time?

Does anyone know if subscription durations are shortening? I could
easily imagine many players (including myself), spending only 6
months per game, hopping from one to the other as new VWs become
available. Play 6 months of WoW, then 6 months of DnL when it comes
out, then 6 months of the next game, etc.

How many players play a game for 6 months, take a 6 month break
(perhaps waiting for the world to have new content added), and then
return for another 3 - 6 months?

Mike Rozak
http://www.mxac.com.au
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