Regarding monetization
Posted: Fri Aug 24, 2018 8:31 pm
The recent addition of the Fishing Rod has me a tad concerned about the current implementation and future of store items, and whether Mit understands the challenges in Grey's current economy.
Before the addition of the Fishing Rod, all store items were purely cosmetic with two exceptions: The Permit and the Trailer (there are two trailers, but I wonder why the small trailer even exists - it's 100% not worth getting to anyone who knows what they're doing).
* The Permit is pretty obvious; it's this game's subscription service and gives members-only benefits (though I personally feel the current building limit may be a bit too harsh as it's very difficult to participate meaningfully with only one building, especially with houses also counting towards the limit). Personally I feel it's actually very cheap as it apparently lasts an entire year; I don't think $5/month (rather than per year) would be unreasonable for a premium subscription (assuming that free-to-play is at least somewhat reasonably possible).
* The Trailer, on the other hand, feels a lot more iffy; though it's only a one-time purchase, it feels like a pay-to-win item. This is particularly problematic due to the extremely dominant role Fuel currently plays in Grey's economy; fuel consumption is high, and with fuel costing 20d per Fuel there are significant costs involved in merely moving around. To cut to the chase: Even at its 2d/item profit margin, transporting Stone from the quarries to the port is only profitable with a Trailer. In the same way, I have a strong suspicion that the same may be true for 1d profit margin goods produced in town exported to the port; if any profit can be made without a trailer, it's an extremely small amount. (All of this also neatly lines the pockets of the players who managed to take control of the fuel industry at the very start, but that's a subject for another thread.)
The problem is this: Particularly now that the lumber industry is declining, it is (practically) impossible for free-to-play players to meaningfully participate in Grey's economy. Without a trailer to be able to actively make money and without the initial cash boost provided by the permit, they cannot acquire the initial capital required to build or buy a plausibly profitable building. (Theoretically by both getting a job and claiming Welfare every day they could start participating after waiting for a significant RL time, but no new player will be willing to make that time and effort investment.) This means new players can't truly play the game (unless they blindly take the leap and buy the permit and/or trailer).
As such, I had high hopes for the Fishing Rod. Fishing has previously been a high time investment-low profit way to make at least some cash when no other viable options exist, and it doesn't require moving around - working around Grey's fuel cost problem. Made available to newbies, it could've turned this situation into a good pay-to-not-grind game, the model followed by many free-to-play online games, and allow new players with more time than money to just spend a stupid amount of time fishing to be able to at least get going slowly. Instead, the fishing rod became a payers-only item, made available only to the people already willing to invest money into the game and thus likely to not even economically benefit from fishing. This doesn't just harm the economy (less cash flowing in), more importantly I feel this seriously hurts player acquisition. Please consider making fishing available to non-paying newbies, or give them some other profitable activity that does not involve moving around (i.e.: consuming fuel); without this, they won't be able to really play the game and thus have a much lower likelihood of sticking around. The economic benefits provided by the permit and trailer are likely to make any player getting into economic gameplay pay up anyways.
This brings up the next question I want to ask: Mit, are you considering the long-term implications of the store items you're offering for sale? Say that, for example, you now make fishing not require the Fishing Rod store item. What do people who bought the Fishing Rod (for real-life cash mind you) think of this? Some will understand it's for the good of the game, but it's very understandable to feel ripped off if such a thing happens. Then what about A Tractor's future? There will likely be worlds without fishing; why can't I fish there even though I paid real-life cash to be able to fish? What if at some point we end up with no worlds on which you can fish? The same goes for other items too; the trailer has an incredible impact on Grey's gameplay, but I'd assume that's definitely not the case for other worlds. While I doubt people will make a fuss about the 50 cents cosmetic items, I imagine this may become a problem in the future for more expensive items. Please take this into consideration when choosing what to monetize.
Lastly, I want to provide feedback on the current monetization strategy in general. Two vital items and one potentially vital item (if it's present at the start of the world, I definitely need a fishing rod too to not miss out on that slight competitive edge) currently require real cash payment to acquire. Worryingly, the addition of the fishing rod (less than two weeks after Steam launch) imply a willingness to add more 'pay-to-win' items as time goes by. When the next economy planet starts, do I need to have bought ten different store items to have the same competitive advantage as other dedicated players? I'm a sucker and you'll probably get my money, but as a new player I would hate to see that and would probably leave upon noticing too much pay-to-win. Please keep this in check and be mindful of how players will perceive such additions.
At the same time, there are tons of truly optional elements that are freely available to all players. Why does every new player receive 20 disposable RCs and a free compass? Selling RCs in bundles of 50 for 50 cents per bundle (similar to graffiti in CS:GO) would be easy monetization I don't think anyone would have an issue with. (You could give them like 3-5 free RCs or a free RC per day they're active to get them into crowfighting.) The compass could be part of the premium subscription, a free item given upon buying the permit (but do keep the map; that one is essential and only makes the lack of compass more noticeable. By the way, why is that not an item? Would make it more obvious to newbies than having to try F6). I notice new players seem easily attracted to Hornball; why not sell a 'Hornball permit' (more marketable name strongly recommended)? When you enter the pitch it could remind you that you could play as much Hornball as you want if you have the relevant store item. (Even better would be if only a permit holder could spawn the ball (and thus start a Hornball game) and everyone else could join in; people would want to pay to be able to play Hornball without a permit-holding player being present.) Bongochimp minigame participation is also entirely free and anyone can summon the Bongochimp; why not give X Bongochimp tickets for free daily to anyone logging in per day (perhaps claimable like Welfare) and/or a paid-for (cheap) Bongochimp summoning item for those wanting to summon the Bongochimp outside of his natural hourly descent? (There could be merit in having participation be free while summoning isn't to encourage summon item sales.)
TL;DR: Less pay-to-win, more paid-for fun stuff; this should be more likely to keep new players in and could even lead to higher average revenue per player.
Before the addition of the Fishing Rod, all store items were purely cosmetic with two exceptions: The Permit and the Trailer (there are two trailers, but I wonder why the small trailer even exists - it's 100% not worth getting to anyone who knows what they're doing).
* The Permit is pretty obvious; it's this game's subscription service and gives members-only benefits (though I personally feel the current building limit may be a bit too harsh as it's very difficult to participate meaningfully with only one building, especially with houses also counting towards the limit). Personally I feel it's actually very cheap as it apparently lasts an entire year; I don't think $5/month (rather than per year) would be unreasonable for a premium subscription (assuming that free-to-play is at least somewhat reasonably possible).
* The Trailer, on the other hand, feels a lot more iffy; though it's only a one-time purchase, it feels like a pay-to-win item. This is particularly problematic due to the extremely dominant role Fuel currently plays in Grey's economy; fuel consumption is high, and with fuel costing 20d per Fuel there are significant costs involved in merely moving around. To cut to the chase: Even at its 2d/item profit margin, transporting Stone from the quarries to the port is only profitable with a Trailer. In the same way, I have a strong suspicion that the same may be true for 1d profit margin goods produced in town exported to the port; if any profit can be made without a trailer, it's an extremely small amount. (All of this also neatly lines the pockets of the players who managed to take control of the fuel industry at the very start, but that's a subject for another thread.)
The problem is this: Particularly now that the lumber industry is declining, it is (practically) impossible for free-to-play players to meaningfully participate in Grey's economy. Without a trailer to be able to actively make money and without the initial cash boost provided by the permit, they cannot acquire the initial capital required to build or buy a plausibly profitable building. (Theoretically by both getting a job and claiming Welfare every day they could start participating after waiting for a significant RL time, but no new player will be willing to make that time and effort investment.) This means new players can't truly play the game (unless they blindly take the leap and buy the permit and/or trailer).
As such, I had high hopes for the Fishing Rod. Fishing has previously been a high time investment-low profit way to make at least some cash when no other viable options exist, and it doesn't require moving around - working around Grey's fuel cost problem. Made available to newbies, it could've turned this situation into a good pay-to-not-grind game, the model followed by many free-to-play online games, and allow new players with more time than money to just spend a stupid amount of time fishing to be able to at least get going slowly. Instead, the fishing rod became a payers-only item, made available only to the people already willing to invest money into the game and thus likely to not even economically benefit from fishing. This doesn't just harm the economy (less cash flowing in), more importantly I feel this seriously hurts player acquisition. Please consider making fishing available to non-paying newbies, or give them some other profitable activity that does not involve moving around (i.e.: consuming fuel); without this, they won't be able to really play the game and thus have a much lower likelihood of sticking around. The economic benefits provided by the permit and trailer are likely to make any player getting into economic gameplay pay up anyways.
This brings up the next question I want to ask: Mit, are you considering the long-term implications of the store items you're offering for sale? Say that, for example, you now make fishing not require the Fishing Rod store item. What do people who bought the Fishing Rod (for real-life cash mind you) think of this? Some will understand it's for the good of the game, but it's very understandable to feel ripped off if such a thing happens. Then what about A Tractor's future? There will likely be worlds without fishing; why can't I fish there even though I paid real-life cash to be able to fish? What if at some point we end up with no worlds on which you can fish? The same goes for other items too; the trailer has an incredible impact on Grey's gameplay, but I'd assume that's definitely not the case for other worlds. While I doubt people will make a fuss about the 50 cents cosmetic items, I imagine this may become a problem in the future for more expensive items. Please take this into consideration when choosing what to monetize.
Lastly, I want to provide feedback on the current monetization strategy in general. Two vital items and one potentially vital item (if it's present at the start of the world, I definitely need a fishing rod too to not miss out on that slight competitive edge) currently require real cash payment to acquire. Worryingly, the addition of the fishing rod (less than two weeks after Steam launch) imply a willingness to add more 'pay-to-win' items as time goes by. When the next economy planet starts, do I need to have bought ten different store items to have the same competitive advantage as other dedicated players? I'm a sucker and you'll probably get my money, but as a new player I would hate to see that and would probably leave upon noticing too much pay-to-win. Please keep this in check and be mindful of how players will perceive such additions.
At the same time, there are tons of truly optional elements that are freely available to all players. Why does every new player receive 20 disposable RCs and a free compass? Selling RCs in bundles of 50 for 50 cents per bundle (similar to graffiti in CS:GO) would be easy monetization I don't think anyone would have an issue with. (You could give them like 3-5 free RCs or a free RC per day they're active to get them into crowfighting.) The compass could be part of the premium subscription, a free item given upon buying the permit (but do keep the map; that one is essential and only makes the lack of compass more noticeable. By the way, why is that not an item? Would make it more obvious to newbies than having to try F6). I notice new players seem easily attracted to Hornball; why not sell a 'Hornball permit' (more marketable name strongly recommended)? When you enter the pitch it could remind you that you could play as much Hornball as you want if you have the relevant store item. (Even better would be if only a permit holder could spawn the ball (and thus start a Hornball game) and everyone else could join in; people would want to pay to be able to play Hornball without a permit-holding player being present.) Bongochimp minigame participation is also entirely free and anyone can summon the Bongochimp; why not give X Bongochimp tickets for free daily to anyone logging in per day (perhaps claimable like Welfare) and/or a paid-for (cheap) Bongochimp summoning item for those wanting to summon the Bongochimp outside of his natural hourly descent? (There could be merit in having participation be free while summoning isn't to encourage summon item sales.)
TL;DR: Less pay-to-win, more paid-for fun stuff; this should be more likely to keep new players in and could even lead to higher average revenue per player.