Zrevnur: […] For the too-lazy to check it in the link here I have added 3 images from
https://www.cdprojekt.com/en/wp-content/uploads-en/2021/03/cd-projekt-group-strategy-update-1.pdf: Its made abundantly clear that a notable goal for CDPR games is "online online online".
On page 24 (3rd image) it directly says:
Online gaming is essential to grow all our franchises
Zrevnur: Good due diligence, @Zrevnur. (And thanks for the screen captures. :)
I have been trying to find an old current affairs show about an Australian game developer without success (so far) that explains the stark choice every developer faces. From memory (and sparse notes) I will summarize, here.
95% of revenue now comes from online transactions. (Yes, us old gamers who buy our entertainment, are analogous to an epic fail for the new business model. :) This is generated from those millions of people (typically on public transport) playing a game that prompts them with "Pay to continue?" and they spend $1 or some small amount to keep their game going (until they reach their egress point). All those $1 add up.
Practically, this means that, the developer who wants to concentrate on the single-player narrative game will find it more and more difficult to compete without microtransactions. The rationale is that this cash is necessary to pay for the talent needed to build the games, because of the scarcity of skilled and experienced developers.
As a developer, then, your choice is limited to how and when —— not if —— you will implement them. (See comment by @AB2012
here for evidence of this.)
Seriously, any developer relying on the revenue generated by sales to me will be out of business pretty quickly, since I spend very little.
This is not a new idea. Look at how George Lucas surprised Hollywood when he took control of merchandizing rather than fight for a large portion of the movie proceeds with
Star Wars. His fortune was made on all those action figures.
People are gregarious. They want to imitate, participate and display their allegiance to a particular trend (look at all the repetition on TikTok, where everyone does their own version of a particular dance move, or whatever the current trend is) and purchasing a part of the game they love to play is a natural progression.
The hardest part is convincing people who might never do this to take the first step.
Hello, I'm here to talk about monetisation.
The first spend is it breaks the ice, then they think of themselves as spenders in the game, it's okay for me to spend in the game. Lots of people otherwise have this wall up, "I will never pay for a mobile game", so, you need to break the wall first.
A summary of a huge bunch of behavioral psychology [is explained here] so, the, the tricks on, on how to monetise a game well [that you need to understand are here]. Some of you will probably be slightly shocked by what, all the tricks I have listed here, but I'll leave the morality of it out of the talk, we can discuss it if we have time later.
So, let's go down into some more of these tricks. […]
The five per cent that actually do pay, they will spend a lot.
Torulf Jernström, former
Tribeflame CEO (2016)
Source: Australian Broadcasting Corporation
Four Corners current affairs programme (4th May)
Are You Being Played?.
edit: added linkies & some elucidation.