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  1. #161
    Quote Originally Posted by Primal Zed View Post
    Getting players to come back for the next content update can still be called retention.

    Also, ArenaNet still aims to get money from the perpetual player through other types of microtransactions - the aesthetic stuff or character slots.

    ArenaNet themselves have stated that server costs are not a problem (when they were questioned about why they think they can get by without a subscription, which ostensibly pays for server upkeep and bandwidth).

    I don't buy that they would prefer players that don't continuously play the game between content updates.
    You misunderstand. I was referring specifically to people who play continuously. While server costs are "not a problem", they will still go lower if a large portion of people plays through the content and leaves until the next patch. They even monetized these people in GW1 by giving them PvP skill unlocks for additional fee, making the game less grindy.

    They obviously want the game to do well, and that requires box sales. But it doesn't require traditional MMO retention of "player must keep playing all the time and pay monthly fees". I.e. their business model is different enough to prefer different methods of retention.

  2. #162
    High Overlord Primal Zed's Avatar
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    Quote Originally Posted by Lucky_ View Post
    You misunderstand. I was referring specifically to people who play continuously. While server costs are "not a problem", they will still go lower if a large portion of people plays through the content and leaves until the next patch. They even monetized these people in GW1 by giving them PvP skill unlocks for additional fee, making the game less grindy.

    They obviously want the game to do well, and that requires box sales. But it doesn't require traditional MMO retention of "player must keep playing all the time and pay monthly fees". I.e. their business model is different enough to prefer different methods of retention.
    Yes, I know what you were referring to. That's why I pointed out that's not the only interpretation of 'player retention', especially since I'm the one that brought up the term.

    You're still ignoring that ArenaNet will be getting money from players through microtransactions, not just through selling expansions.

    Also, if they start making content that can be burned through very quickly before they feel like there's nothing to do in the game, people will lose interest during the intervals or decide that the cost isn't worth it.

    ArenaNet would be sacrificing a lot and risking even more just to try to save a pittance on server and bandwidth costs.

    They may not be basing their business model around grinds and treadmills, but that doesn't mean they're going for the opposite extreme.
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  3. #163
    Quote Originally Posted by Primal Zed View Post
    They may not be basing their business model around grinds and treadmills, but that doesn't mean they're going for the opposite extreme.
    As noted in original post, this is indeed a conjecture (as in my hypothesis). However for your argument to be true it requires the "always playing" crowd to use cash store more then "casual players".

    My personal experience (admittedly limited to my circle of friends and acquaintances) is that this is not so. In fact, those of us that played more tended to gather enough rewards from the game itself not to have to use the store, and many of the rewards back in my time, like more bank slots and unlock packs were targeted specifically at the casual crowd. The "hardcores" packed obsidian armor anyway and storage was mainly about ectos, shards and RP items. You learned to use your alts quite efficiently and could afford to easily trash everything else.

  4. #164
    Pandaren Monk Maarius's Avatar
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    are you telling me hardcore players don't buy seperate character slots, bag space etc? Wow, you surely know different kind of people than I do.

  5. #165
    Quote Originally Posted by Maarius View Post
    are you telling me hardcore players don't buy seperate character slots, bag space etc? Wow, you surely know different kind of people than I do.
    Bag space, some may have bought even though most denied it. Character slots came with pre-orders, CEs (I recall getting at least one in NF alone), and then many of us had two accounts, totaling just enough slots to have one of every class + PvP slot across two accounts. Those who didn't usually didn't care much for PvE, meaning they had free slots for PvP character anyway.

    There was far more buying of skills packs for second accounts to get PvP characters up to speed. I remember a LOT of that going during NF.

  6. #166
    Quote Originally Posted by Lucky_ View Post
    Bag space, some may have bought even though most denied it. Character slots came with pre-orders, CEs (I recall getting at least one in NF alone), and then many of us had two accounts, totaling just enough slots to have one of every class + PvP slot across two accounts. Those who didn't usually didn't care much for PvE, meaning they had free slots for PvP character anyway.

    There was far more buying of skills packs for second accounts to get PvP characters up to speed. I remember a LOT of that going during NF.
    Buying a second account is equivelent to buying extra character slots and bank tabs in this case. Unless you are loaning out the account to other people to use the amount of time your loged on to both accounts and useing up bandwidth at the same time would be rare, mostly whenever you needed to transfer items. I sopose if your one of the rare few that can play 2 accounts at the same time without a significant skill impact it would be different but thats a fringe case. Those constantly playing people are still buying extra's that feed money to Anet, either from the in game store or physical boxes.

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