Forum Discussion
10 years ago
Don't forget, folks... Everything has a threshold.
This model works because it's well-adopted and it's nefarious in nature, in that it takes advantage of people who are easily 'taken in' by addictive forms of entertainment.
The latest big thing is only good until the next big thing. 'Build a better mousetrap' and all that...
SWGOH is following a similar path as other freemium games, but their execution is far worse and their success is buoyed in large part by the property (Star Wars) that they have at their disposal.
So long as those that are roped in to paying continue to pay, CG will continue on so far as the revenue meets their targets.
- - -
Or... CG/EA could leverage it's property and attempt to shift the status quo by changing the way that it treats it's players and how it manages it's pricing and income structure. They could pioneer a shift in how players play and spend and others could take note and follow that lead.
Specifically in the genre of games, there have been several games that have pioneered a major shift in philosophy and become the "new" standard.
* World of Warcraft killed Everquest (Everquest killed Ultima Online) by taking away the concept of "Hell Levels" and the downtime that SoE had grown so famous for. Since WOW's dominance, excessive level grinds and long periods of downtime have gone away.
* Half-Life killed Quake by introducing a storyline and characters that were interesting. By introducing a legitimate stroy into the "story / single player" mode of games, you instantly got exponentially more value for your game. This spawned an era of shooters that had interesting stories behind them as well as online / multiplayer shooter action.
* Warcraft / Starcraft change the strategy arena (much like the Command and Conquer series, just far better executed) by eliminating turns and focusing on Real-Time action, revolutionizing the RTS genre.
I see no reason why CG binds themselves to a 'whale-centric' business model for SWGOH, unless they are incapable / unwilling to try to do otherwise.
This model works because it's well-adopted and it's nefarious in nature, in that it takes advantage of people who are easily 'taken in' by addictive forms of entertainment.
The latest big thing is only good until the next big thing. 'Build a better mousetrap' and all that...
SWGOH is following a similar path as other freemium games, but their execution is far worse and their success is buoyed in large part by the property (Star Wars) that they have at their disposal.
So long as those that are roped in to paying continue to pay, CG will continue on so far as the revenue meets their targets.
- - -
Or... CG/EA could leverage it's property and attempt to shift the status quo by changing the way that it treats it's players and how it manages it's pricing and income structure. They could pioneer a shift in how players play and spend and others could take note and follow that lead.
Specifically in the genre of games, there have been several games that have pioneered a major shift in philosophy and become the "new" standard.
* World of Warcraft killed Everquest (Everquest killed Ultima Online) by taking away the concept of "Hell Levels" and the downtime that SoE had grown so famous for. Since WOW's dominance, excessive level grinds and long periods of downtime have gone away.
* Half-Life killed Quake by introducing a storyline and characters that were interesting. By introducing a legitimate stroy into the "story / single player" mode of games, you instantly got exponentially more value for your game. This spawned an era of shooters that had interesting stories behind them as well as online / multiplayer shooter action.
* Warcraft / Starcraft change the strategy arena (much like the Command and Conquer series, just far better executed) by eliminating turns and focusing on Real-Time action, revolutionizing the RTS genre.
I see no reason why CG binds themselves to a 'whale-centric' business model for SWGOH, unless they are incapable / unwilling to try to do otherwise.
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