10 years ago
Freemium games and economies of scale
MODs are a designed relief valve.
Taking for granted that it's going to be costly for players, what's the true benefit to EA other than cash?
In "protest" you get stagnate players and even high dollar payers leaving the game.
But look at it this way, those players were holding spots in the top 200, were collecting some rewards, but were at or near "end game" whether they were trying to lift toons over the various pay walls or had already advanced enough to curb their spending; these are players representing a declining income source.
So, create something which either reinvigorates their spending or drives them out. (Its like giving an employee fewer hours, either they leave or put in more effort hoping to advance.). It's a crummy management method, but works.
So when those "advanced" players leave a void, it creates a perceived, and perhaps real, opportunity for others to advance, stimulating payer turnover.
MODS, and the other recent decisions seemingly counter to player requests, are designed for one thing - enticing new players that an investment might now be in their interests.
It's no industry secret that an overwhelmingly large percentage of game income comes from a tiny (1%) number of payers. There's plenty of market research out there, if you have the time and inclination and stomach to read it.
Whales only have value while they are paying, if they've reached a point with nothing to spend on, or can't be enticed to continue with the new gate, they have no more value - that money sponge is dry, best to get them out.
Casual payers that can be encouraged to spend increasing sums of money have value. Those that won't, don't, and fall into the same category as non-payers.
Free players have value only as marks to measure success against for paying players, and is why free will always be second class in freemium games. It might feel like you can get to a level near the payers, but it's designed to feel that way and allow only a very few, very dedicated players to rise that far.
MODS, GW, and even the neglect of player feedback in these forums are purposefully designed to replace payers, plain and simple.
Make no mistake, these are mechanisms, not to increase fun or playability, but to move out players that have no value (as consequence of their reduced spending) to convert replacement payers.
Your decision whether to stay or to quit playing, makes no impact whether you were paying mountains of cash or not, because this is a move to control an economy of scale, not of individuals consumption.
Taking for granted that it's going to be costly for players, what's the true benefit to EA other than cash?
In "protest" you get stagnate players and even high dollar payers leaving the game.
But look at it this way, those players were holding spots in the top 200, were collecting some rewards, but were at or near "end game" whether they were trying to lift toons over the various pay walls or had already advanced enough to curb their spending; these are players representing a declining income source.
So, create something which either reinvigorates their spending or drives them out. (Its like giving an employee fewer hours, either they leave or put in more effort hoping to advance.). It's a crummy management method, but works.
So when those "advanced" players leave a void, it creates a perceived, and perhaps real, opportunity for others to advance, stimulating payer turnover.
MODS, and the other recent decisions seemingly counter to player requests, are designed for one thing - enticing new players that an investment might now be in their interests.
It's no industry secret that an overwhelmingly large percentage of game income comes from a tiny (1%) number of payers. There's plenty of market research out there, if you have the time and inclination and stomach to read it.
Whales only have value while they are paying, if they've reached a point with nothing to spend on, or can't be enticed to continue with the new gate, they have no more value - that money sponge is dry, best to get them out.
Casual payers that can be encouraged to spend increasing sums of money have value. Those that won't, don't, and fall into the same category as non-payers.
Free players have value only as marks to measure success against for paying players, and is why free will always be second class in freemium games. It might feel like you can get to a level near the payers, but it's designed to feel that way and allow only a very few, very dedicated players to rise that far.
MODS, GW, and even the neglect of player feedback in these forums are purposefully designed to replace payers, plain and simple.
Make no mistake, these are mechanisms, not to increase fun or playability, but to move out players that have no value (as consequence of their reduced spending) to convert replacement payers.
Your decision whether to stay or to quit playing, makes no impact whether you were paying mountains of cash or not, because this is a move to control an economy of scale, not of individuals consumption.