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I've read your memo and while it certainly is a way to go we would need some facts and figures to go along with it. So could you please reply with what pricing models you have used and what the projected change on EBIT will be, with a scenario analysis? Thanks!
PS your arse is not a viable model
If new world had a character creator like Throne and Liberty or BDO I would have already dumped $200+ in it. I accept the game for what it is Amazon got a ton of DEI money and used it to make a game according to what ever stipulations that money came with. I hope that the DEI money came with some kind of term agreement and as soon as it ends Amazon adds character faces and armor skins worth having in screenshots. As soon as that happens 90% of DEI trolling/ranting/conversations in chat go away.
I'd pay $20-50 to purchase first person view and lock from the store.
If you have bought a meal at any restaurant this week than you paid the same price as most in game store purchases in games. A home made bowl of rice with real butter is like 23 cents even with our currency being devalued. You can literally add anything to rice to improve it. Eat rice for a week to afford several purchases.
If once in a while I look in the shop and see a cosmetic I like, I will buy it, I will help support the game. Now If there were a bunch of cheap $$ cosmetics I don't like in the shop, I'm still not gonna buy them, no matter how cheap they are, that's $$ wasted to me.
"Example: A $10 item that sells to 1000 players generates more revenue than a $20 item that sells to 400 players"
If the item cost 6 dollars to create and sell then 400 players is way more profit than your thousand.
1000x$4 = $4000
400x$14 = $5600
You should pick up some new hobby besides this one.
As a developer, I can also add that it really is impossible to determine exactly what it cost to make. Devs fudge time estimates all the time.
And then, it won't actually cost $6 flat per sale. It would be a fixed amount.
Say it cost $400 because it took almost 10 hours. Then it takes about $1 per sale for maintenance.
1000x$9 - $400 = $8,600
400x$19 - $400 = $7,200
So, obviously they don't expect 1000 sales to happen, they expect at most 844 sales, and they're ok selling only 400 copies.
Its not just games, people make the comparison on all kinds of products. Especially since we don't ever really know the overhead cost as outsiders its not a good point. It could be a dollar or 9 dollars just never know.
This is actually a really cool perspective. I'd like to get more of your thoughts on this. I guess my question is why don't we expect to sell more at a more affordable price? I feel like a larger pricepoint prices out the market, and we end up with a much smaller amount of possible sales. As you mentioned, they're okay selling only 400 copies at a much higher pricepoint as it comes close, but is it unreasonable to expect a larger number of sales if it becomes more affordable?
I thought about buying the battle pass for example, as I always buy them in League. But the pricepoint is $20, higher than my average $15. This rubs me the wrong way, and I'm not sure I want to support that as it feels like it is inflating. Certainly others will, but are we not worried that we're losing sales by this digital price inflation? Just curious your thoughts on this as a developer.
I thought about not addressing this reply because of the snarkiness, but I think you bring up a valid point. My problem with this is that I'm not sure it's entirely feasible. Maybe you could educate me?
In my eyes, this is a digital product that has a single expense. Correct me at any point if I am wrong here.
The expense is the design, labor, and efforts that go into producing this product for the first time. Once this expense is done and the product is complete, my understanding is that the product becomes a digital, 'downloadable' product. Let's imagine a mount for ease of understanding. They create the new mount. It looks great. They animate it, add those high quality sounds, and it took quite a big investment. Great, it is now in the shop. They do not need to recreate the labor of animation, procuring sounds, or any product costs (such as buying eggs and flour to make a cake), they simply place it in the shop and every purchase henceforth is purely profitable.
Let's say in the most egregious scenario, they licensed an asset and every sale of that asset takes a 30% cut. Then Steam takes a cut of 30%. Even then, if they sold it for $10, would they not make $4 of pure profit?
If so, then why is this so contentious? My argument at its core is that New World deserves to be profitable, and I think that profitability for an MMO comes from a wider, more engaged purchasing audience. I think that purchasing audience is missed when we raise prices too high, especially considering these prices are for digital content (after a $60 box fee as well).
Taking the battle pass as an example with numbers pulled out of the air.
If they sell 1000 BPs @ $20, lowering the price to $15 would cost them $5000 in revenue. They would have to sell 334 more BP @ $15 to make up the difference. They might lose sales @ $20 but they aren't losing revenue.
If there is one thing Amazon is good at it is maximizing revenue.
I didn't need you to respond to it, I was pointing out your false information. You don't understand the basics so continue on with your walls of text that mean nothing. Didn't read past first sentence.