PiotrV wrote:First of all the company actually makes money just because people ar playing the game, it's a whole other issue if it's enough or not.
No, the company makes money when people pay money for memberships and/or store items. By your logic the company would still make money if everyone chose not to renew their memberships but continued to play the game as a guest using only gm$ to purchase items. A game session consumes infrastructure resources and translates into costs, and if that player has never invested any money in the game, then those costs are being covered by the investment made by others. I have absolutely nothing against people who choose not to invest money in the game. We all have our own budgets and our own priorities in life, and this game can get expensive. I've also played some F2P games in my life too. But the fact remains, this game would not be around if not for the people who invest real money. Where else would the revenue come from to pay the infrastructure costs and salaries? How can someone just playing the game generate income for Expansive Worlds? Where does it come from? There's no advertising revenue. Am I missing something?
PiotrV wrote:Just like F2P games make money? By offering a shortcut if you pay with real currency? Not everyone will want to grind gm$ for hours just to buy a new gun.
Ah so what you're saying is offer an option so players can
pay if they want things faster. In other words, offer the game for free, but give people the option to spend money if they feel generous or impatient. That model might work for some F2P games, but I can assure you, it wouldn't work for this one. I think the guest option in this game is designed to give people a taste of the game so they can make an informed decision about whether it's something they want to invest in. It serves that purpose, and I believe it's a generous option.
PiotrV wrote:Frankly, I'd like to introduce you to plenty of F2P games that are doing great and are making real profits. Their developers came up with plenty of ideas how to make money even if patient players can play for free, while slowly obtaining every item in the game.
I'm not disputing that this model works for some F2P games. I know it does, and I know there are some studios that make healthy profits from this approach, and I applaud them. What I'm saying is it wouldn't work for this game.
PiotrV wrote:It's not healthy to assume that theHunter's current business model is the only viable one.
I'm not assuming that, but in my 5 years on this forum nobody has come up with a solution that Expansive Worlds has adopted, so my only assumption is that the current business model works just fine for them. I realise that might not suit you or others, but that's the point where you have to make a decision and decide what your priorities are. The business seems to be doing just fine. If it wasn't they would have done something about it by now.
PiotrV wrote:OP made a reasonable suggestion, as many others before, and was attacked (as others before...).
In your opinion the OP made a reasonable suggestion. I interpreted the proposal as unreasonable, and one that hadn't been properly thought through, which is why I then present valid arguments and reasons why the proposed idea wouldn't work. If you feel I attacked the OP you should report my post.