Now hold on to your mouse and keyboard when I say this, I think its actually good that there are player whales who want to put huge amounts of money into a game. But how can that be done in such a way they don't distort the gameplay?
In a sense this is the same problem in CF MMO's, players putting in lots of dosh and expecting to be listened to in development. That does not always end well, CoE is one MMO where we heard about some of the issues of having too many kings. Not saying that had anything to do with the closure, but "too many cooks spoil the broth" or community as they say.
So could they be won over to just splashing large in areas other than P2W? Look at Fortnite an economy built on outfits. (Torval look away) Could we not have a MMORPG where the whales have the best dress, homes and noble looking steeds? But where they have just as much chance in PvP or entering a dungeon as anyone else?
To an extent this already exists, players who can afford good outfits and homes get them in our top rated MMOs. But why not up the bling? I know this would offend some but if they want to go round dressed like peacocks while we are in more basic gear should we care? When Lotro added an outfit overlay, I was really happy. My dwarf had been wearing this high end dwarf gear for ages that looked ludicrous to me, it looked like they had allowed themselves to be dressed by elves. So thinking back over the game I knew there was a set of battle worn plate I could get by redoing a quest, that's what my dwarf is still in.
So can we make use of big spending and stay true to gaming ethos or must it go down a route that always unfairly distorts gameplay?
Comments
However, it will never stop feeling bad(to me) when you can't earn in-game cosmetics through in-game achievements.
It will also never feel good(to me) to use a cosmetic that's simply bought for cash.
I'm old and a dying breed, though. I'm still in the psychology that your appearance in online games should tell where you've been and what you've done.
An ex bought me some bat mount in WoW, like a million years ago, and I never used it or any of the cosmetic items that came from microtransactions.
And the expensive cosmetic will most likely be in loot box to maximize profit.
It was pretty easy to not use as I just never felt the desire.
I understand the paper doll aspect of these things and why people enjoy expressing themselves that way.
I'm just more into seeing and using cosmetics that show some sort of in-game achievement - even if it's anniversary. I feel like that tells me a more interesting story about their in-game avatar than their aesthetic preferences do.
If it's taking a stand, it's the most low-effort one I've ever taken.
Also just spotting this which says whales (2% of players) make up to 50% of a mobile games revenue that less than we had been hearing, those dolphins are really putting something in.
What Are “Mobile Game Whales” & How To Find Them [GUIDE Included] | Udonis Mobile Marketing Agency
In a game like that cosmetics are fine. In a game like Everquest cosmetics ruins everything for me. The main reason I went after specific armor in game was for the looks and being able to buy them or use dyes ruined it for me.
I presume most games are already selling cosmetic. So what's your point? You think 15$ cosmetic is too cheap and need to ramp up to 10,000$? You really think someone would buy 10,000$ cosmetic?
And then you don't have to make that item exclusive to the whale. You stick it in the item mall so that anyone else who wants to buy it for $10 can do so. Only the whale gets to decide what it looks like, but anyone else can buy it if they want.
Would that raise much revenue from whales? I don't know--and if it doesn't, then it's useless. But it doesn't seem like the sort of thing that would lead non-whales to cry about "pay to win".
https://opensea.io/assets/ethereum/0x1cb1a5e65610aeff2551a50f76a87a7d3fb649c6/2155
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It wasn't, that's why they added battle passes with XP boosts.
However it is still an obnoxious practice since they carve out things from games that are part of the side details that make games more enjoyable when they're attainable as fun scavenger hunts or achievement rewards, and put them behind paywalls.
I don't like cash shop bling but I'm much more tolerant of that than I am of clear P2Win power or some of the slightly less egregious "convenience" items that often stray damn close to P2Win territory.
There are degrees to the sleaze inherent in all cash shop offerings but all of it makes playing the games at the very least a little bit worse than without the cash shops.
I'm not talking about whether developers need to eat or drive Ferraris. I'm talking simply about the game playing experience as a player and from that perspective every single cash shop and everything in them can go suck a donkey dick.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
The first thing is proving raising price actually means more profits, because raising price also means less people buying. Basic economic says there is an equilibrium price which maximize the profits.
I presume raising price actually don't raise the profits that is why I dont' see companies raising price on cosmetic.
I do see loot box used often though. They dont' sell like 500$ cosmetic. They just sell a lootbox which you need to average 500$ to get the best skin in it.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Wordsworth said:
I did not realise, but then cash shops always get worse never better. But then did they do it to keep the game going or just make more money, the later I would think.
I am thinking of a range of prices, you can still get cheaper outfits (if $15 is cheap, I have only ever bought and outfit as a thank you when playing a F2P game). So you use exclusivity for the the top tier, just like real life.
Torval said:
I agree with you, but I am adding a dash of pragmatism to our principles. I want a great subscription only MMORPG, but realise its a pipe dream. So how can they rake the money in and stay away from P2W? This is just one idea and Torval is right, I picked the part of the cash shop that does not bother me and said "Ok let them do their worst".
But they have to make serious money some how, if I suggested a subscription of $40 a month how would that go down? Personally happy to pay $20 but $40?
Stizzled: I was not thinking of NFT's, for me that's only one step away from crypto, so already a step too far.
It will undoubtedly get much worse in the future if they're left to their own devices and I'm sure many studios are watching to see to what extent Blizzard gets away with it in DI which, despite all the hand waving about how this is just how it is in mobile, is a big deal because its Blizz doing it with one of their iconic franchises.
For now at least we can see a difference in the mainstream AAA console and PC world where monetizing obvious core power is still mostly a no no. BDO's cosmetics with benefits is not the norm... yet.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Think about how these things, even the so called "cosmetics", could be earned as desirable loot or made by Crafting. Sold, the in-game money being used to buy things that other Crafters make, spreading into a viable economy and giving Gamers who value more than just "Hack and Slash" other worthwhile things to do.
Some of you get caught up in the making of money, but there's no better way to make money than to sell a great product.
We're never going to have that, a great product, with all this out-of-game stuff going on.
Once upon a time....
Quite happy you are posting but I realised this was going to be an anathema to gamers like yourself who put so much value in the cosmetic setup. "Cash shops always get worse", that's almost like it was a first principle of physics, it will always be so. Take ESO it started really well, there was no cash shop, but once the cash shop was introduced the gaming ethos started to slide.
So I am really only talking about how a great MMORPG could start, ESO shows us that they can start well, indeed as a subscription only MMO. In around a couple of years after launch the P2W would start. But at least we would get two or three good years!
What I have noticed from our more "industry insider" posters, is that there is a "well ESO couldn't be done again attitude". I don't accept that, but I think the gaming industry is working to that assumption. So how else could a great new MMO be funded if not just with a sub, is cosmetics the way forward?
Eoloe had some good ideas like VIP areas, what about special emotes and the like? If a whale wants to be lord of the manor and buy a 100k palatial home on top of the hill while I have a cottage in the village below, crack on. They will be paying for a game I want to play, that's good enough for me.
You could totally do it again...and again and again ad nauseam.
I think the real thing to be discussed is whether or not it's worth it to keep throwing ideas at the business model and seeing what sticks. Is cash shop the only monetization method that will work? Everyone dragged their heels with the $15 sub model + box price for decades until Turbine tried something new.
Maybe it is time to spitball ideas outside the box, because it might be time to consider the fact that no matter how much you 'tweak' it, there is no microtransaction model that is both profitable and consumer friendly.
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