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#11 |
Join Date: Jan 2005
Location: island off the coast of Miami, FL
Posts: 445
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Re: to the devs; how to get more players to ryzom
I agree that Nevrax would get more players coming in from the free trial if they made those players a tempting offer. Generally, a game should be significantly cheaper when bought online as a direct download, because there was close to zero distribution costs. Those players, I think, would tend to be from the more established gamer community.
From a different angle, as others have pointed out, if you get a bunch of boxes at an impulse-buy price (no more than $19.99 US) and put them in outlets like Wal-mart, Target, etc., you'll get an influx of *really* fresh blood - a lot of players who haven't even tried MMORPG's before. My sense is that these players would have different expectations and a less jaded view of things, and would probably have more of a "wow!" experience when they dive into Ryzom. I believe that a mix of both types of new players would be synergistic and help the game gain population momentum. In both cases Nevrax would need to settle for gaining little or no money in the initial sale of the game, and bet the farm that folks will stay on so they can make their money off of ongoing subscriptions. |
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#12 |
Join Date: Nov 2004
Location: If you need to, you know where to find me.
Posts: 1,154
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Re: to the devs; how to get more players to ryzom
The whole pricing thing is just confusing.
Facts as best I can tell, corrections would help:
I must agree that maybe just saying free for 14 days, and then just starting the subscription at the end of the 14 days. so $15 dollars for the next months time would be better. Heck, why not say $10 then for the next month and then back to the regular? Seems with 1.5 months to get hooked, most everyone that tries it would stay! BUT, and this is a big but, The inreface is still daunting to ovecome. The game does not instruct you well, and is not very begineer(first-timer) friendly. Although the-ingame help is getting much better if you take a peek at it, I know that 90%+ of all people never use the help. The new interface if great, and some simplified way to get to know the game would go much further, IMHO. Oh, and put some constant CSR support or guides on each noob island. That would help too. |
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#13 |
Join Date: Sep 2004
Posts: 89
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![]() BTW, in case you haven't checked, Gamestop has it for $19.99.
"would it hurt the game to lower the "buy" price to 20$?" Obviously not. ![]() |
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#14 |
Join Date: Sep 2004
Posts: 739
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Re: to the devs; how to get more players to ryzom
oh and btw gamestop around here has it for $14.95 (or had) like I stated was probably a price war thing going on, with EB having it for $14.95, and Rhino games having it for $9.95.
you live where you live, i live where i live, not the same edit: let me make 1 point here, not all eb's around here carry it any more, neither do all babbages, and rhino had 1 copy left that they were getting rid of as of april they said, if it didn't sell, just pick up the phone and place phone calls to see who still has it in stock |
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#15 | |
Join Date: Mar 2005
Posts: 7
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Re: to the devs; how to get more players to ryzom
Quote:
Im sorry but its just a matter of principle on my part. I bought ultima online for 5$ (that included one month free too) and played for 3 years. Im not willing to spend 50$ buying a game, and then paying the recurring fee simply because i think if ima be playing a game 2+ years, ill be giving them over 200$ per year... I personally think if i have to pay a monthly fee, having to pay for expansions and game boxes is simply ridiculous. Then again, i understand why nevrax would want to make prices higher... since they need the income... but I would argue that reducing the initial "buy" price by 10$ would increase the playerbase substantially more, and in fact increase nevrax's income long run. |
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#16 | |
Join Date: Mar 2005
Posts: 7
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Re: to the devs; how to get more players to ryzom
Quote:
I wonder what percentage of players go into RL stores to buy mmorpg's... i know i dont. people try the free trial, they play they think, gee i wanna keep playing - they see 30$, they back down. at least that was my initial reaction. |
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#17 |
Join Date: Oct 2004
Posts: 447
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Re: to the devs; how to get more players to ryzom
I believe Nevrax is already struggling. Games are notoriously hard to even break even with, particularly MMORPGs. Considering pricing schemes might be worth investigating, but I am absolutely sure they are looking into every opportunity they have to keep this boat afloat.
David Corval's recent letter makes it clear that Nevrax is involved in a financial crisis. Now is a bad time to make pricing changes that may bring in money over the long term - surviving the short term seems hard enough. |
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#18 |
Join Date: Dec 2004
Posts: 238
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Re: to the devs; how to get more players to ryzom
I believe zumwalt hit it pretty well. It seems many of the others are having a hard time seeing the true meaning of what zumwalt is saying. Some are saying "you really only pay $15 for the game and the rest is for the months play" "the $30 is really worth it compared to other" etc... The problem is, it does NOT matter how you rationalize it if the common public does NOT see it that way. At this point that does not matter. You have to manipulate the players into thinking they are getting an excellent deal when they are really paying roughly the same price. At this point you have won. Untill you can do this you will struggle as it does not matter if that amount is a 'fair' price if you only have a few hitting on it. Lets say you have 2 players hit the $30 initial compared to 5 who hit the $16 (just the monthly fee + 1). Now which picture does the company make more money? surely you cannot see the first one as in the second one you make an initial greater amount AND you get 5 subsribers ($80/month) compared to 2 subscribers ($30/month).
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#19 |
Join Date: Sep 2004
Posts: 739
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Re: to the devs; how to get more players to ryzom
Thanks Caitiff you probably stated what I was trying to show better.
10 subscribers at $1, who even stay on for an additional month for $15 charge hit on there account Total cost per person $16, initial cost with 30 day free, $1 1 Subscriber at $30 initial cost with 30 day free and first month hit $15 total cost $45. First one is candy, second one is sour. Your more likely to see those numbers in reality at a 10 to 1 ratio, like I am demonstrating, here are the company net result in cash flow for the first month of paid subscribers. Users+++Startup+++Monthly+++Initial Proffit 10++++++++1++++++15++++++++160 1+++++++++30+++++15++++++++45 Proffit: First paid month outweight initial cost. Result Theory, overcharge basis that company name is unknown, equal loss over all, user base drop to nothing do to initial cost of player ownership and lack of content to keep players in competing world. Final conclusion: For ever single player who is willing to pay $30, there is 10 players willing to pay $1, and continue atleast a few months of paid subscritiption, even at the above estimates, 3 months time, risidual for 10 would have been $450, vs risidual for 1 of $45, multiple each by 100 player subs, meaning 1 becomes 100, 10 becomes 1000. Outcome: 1000 players = $15,000 a month 100 players = $1,500 a month So given the same 3 months you can see the difference in income, all because they gave the client away vs asking an arm and a leg for being a not very well known company in USA. The reason why WoW and EQ2 do so well is because of the company name, not because there any better. People look at Nevrax as like the generic peanut butter, tastes just as good, sometimes better, but unlike Skippy, they don't have a name built yet and trust behind the name. |
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#20 | |
Join Date: Sep 2004
Posts: 2,007
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Re: to the devs; how to get more players to ryzom
Quote:
It;s more than that. The reason EQ2 and WoW do better is because they are better. (I can hear people screaming now). No matter how much you want to argue those two games simply have more content and more to do in them. That alone makes them better games. |
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