"UnstopableSteve;c-1621340" wrote:
This brings a valid point. People will refuse to pay price increases yet spend thousands on low quality games like this.
That is because developers exploit peoples addictive tendencies and also people forget the value of money when it is not physically in their hand. I bet if you put a few thousand in a whales hand then said give it away for a few crystals they would refuse.
This is not a low quality game.
That said, gaming compulsion and gambling compulsion as it applies to games are a severely underresearched subject. The data is not out to make definitive statements as you are, nor to legislate in an informed fashion.
The structure of income in this sort of game is generally fractal. Let's say 50% of income for the game comes from 20% of the players. I do not know if that is the right value for this game in particular, but it's a reasonable ballpark.
That rule applies to both the upper and lower 20/80%. 25% of the game's income comes from 4% of the players. 12.5% comes from .8%. 6.25% of income comes from the top .04% of the player base.
Meanwhile, on the lower end, 25% of the income is from the lower 64% of players, and 12.5% of income comes from the lower 51.2% of players.
If you cater solely to one end of the spectrum or the other, you lose a large portion of your income. Low spenders and high spenders are both very important for sustaining the game, and neither can sustain on their own.
Individual disposable income also varies broadly.
Financing this game is not a matter of a handful of mega-whales. It's about the entire player base, including the free players.