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by ripperdoc
4958 days ago
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I believe it has been widely recognized that Zynga, GREE, etc earn most of their revenues from "whales". And I think it's an ok practice. But in order to get the money from the whales, it often seems that the rest of the players (the 99%, if you wish), have their experience hampered by constant dangling of offers in front of you. As a player, I'd rather pay a small sum once to avoid the virtual currency - and find other ways to create whales (e.g., as suggested, more like content creation, sponsoring and some vanity items). |
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Except that I bet you wouldn't. Most players when asked say they would prefer a "fair price, pay once" model. Yet in aggregate they act very differently. If that weren't true we wouldn't now have a market where:
1) Seemingly most people complain about F2P
2) F2P is increasingly the most successful model
I think the people annoyed by monetization efforts are a relatively tech savvy, vocal minority.
>> it often seems that the rest of the players (the 99%, if you wish), have their experience hampered by constant dangling of offers in front of you.
I don't think that's really the case. Again, vocal minority.
But let's say it is. Speaking as a game developer now, we don't have to present the same experience to every player. A "cheap" player may be nearly a lost cause for direct monetization but valuable for word of mouth. If they're not buying we can actually scale back on the amount of ads presented and instead gently persuade them to, say, post their high scores on Twitter. If you're the type of player that likes to brag, then a prompt with a pre-filled Twitter post won't annoy you at all. It's not hard to figure out which player is which and it's not hard to adapt in-game marketing efforts to suit that player.