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9 years ago
"Phlebotomy_Jones;550684" wrote:"BradGoodyear;550635" wrote:
There are more people spending money in the reasonable range than in the big spender range. That's who carries the game.
Unfortunately, that's just not true.
There are lots of companies that do market research, which can be easily found online (try SWRVE) which clearly show >50% of a game's revenue comes from >1% of players.
While we are accustomed to thinking that money buys a voice, in the case of IAP, our perceptions don't reveal what market analysis does: we are liars.
Statistics used by EA, and other games companies, show that a majority of spenders DON'T even spend a second time.
What you are seeing is a mechanism built to convert people to spend not once, but just a second time, while simultaneously squeezing more from the top.
That same research shows that whales are a farmable commodity to a game, when they "quit" research shows that they still return multiple times trying to regain their position, but even when they leave for good, new whales emerge.
This isn't about game play, its about rescaling and recalibrating revenue amongst the top percent of players and getting more players.
Statistics don't
You are probably right, my feeling was that mods were primarily introduced because whales were starting to curtail their Cantina mod refreshes as they got enough purple ability mats.
On the other hand, were you going to end your post with "statistics don't lie"? Because in that case, I have a bridge in Brooklyn to sell you.
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