Romdeau wrote:They are in a very risky financial situation, you can't blame them for trying to venture into a new marketing tactic when previous attempts to improve CpC (such as pre-builts) have resulted in disastrous loss of net revenue. I understand what you guys are saying as well, but there are two sides to this coin.
They've resulted in disastrous loss of net revenue because the player base is small. And obviously, if you give pinpointed spending options, you're going to lose net revenue because, think about it:
A: your biggest source of net revenue isn't lots and lots of small spenders. It's a few heavy spenders.
B: rather than forcing those heavy spenders to spend heavily, you now give them a way to spend very efficiently (read: less).
Put 2 and 2 together, Rom. The point is to give incentives for those who don't spend as often to maybe spend something here or there. But you don't have a large enough playerbase for that to happen.
In any case, selling power to create a tiered community is a quick way to stunt the growth of your audience. Yes, this is a chicken and egg problem. It's why you don't see many successfully large F2P games. But at the same time, going back to the old ways of exclusivity unless you give us an arm, leg, and your first born doesn't help much, either.