Revenue only tells part of the story. Iāll see if I can find the article, but a study I read on freemium monetization discussed how some of these types have games have moved slowly toward a small player base consisting of only whales. Essentially no new players were coming on board, all initial ftp and small and medium spenders left, and a few hundred whales were content to compete with each other. Development was kept at a minimal level to that was sufficient to keep the whales addicted and entice the whales to continue to spend against each other. I believe the article called this maintenance mode. Easy street for the developing company since they got to do next to nothing and continue with the established income stream.
Is this where SWGOH is heading? I donāt know, but I suspect so. The numbers that would tell us this I have not seen. How many new players are coming in? What is the retention level for various categories of players? 4 year players who are ftp? 4 year players who have spent between x and x? 2 year players who ...? 6 month players? Whatās the trend lines for all of these various categories compared to previous years?
This is the kind of data that would be needed before you could determine where this game is headed one way or another.