|
|
|
|
|
by sanderjd
4828 days ago
|
|
The elephant in the room is, of that 80% of piraters, what percentage of them were actual potential customers at the $20 price, and what percentage had no interest in the game at that price. If 0% of the piraters were really customers, then you lost nothing through pirating and sold to the entirety of your actual customer base, which just happens to be only 20% of all the people who have your product. If 100% of the piraters were customers, then you have indeed lost out on most of your potential revenue. Of course neither of us can say what that percentage really is, I think probably very close to 0% and I expect you think much closer to 100%. |
|
When I investigated a micropayments startup (we wanted to try it in our country), we found some surprising facts - a huge % of the world's population don't have access to banking systems, even if they DO have some disposable money and want to pay for online games - non-cc alternatives to buying Facebook currency and such were huge requests when we did our customer research.