Neighbors: Suburban Warfare

Neighbors: Suburban Warfare

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duan Apr 18 @ 12:31am
Let People In — Lowering the Barrier Could Boost the Community
This game is a multiplayer PvP game, and its success heavily depends on having a large and active player base. An initial paywall can easily scare off many potential players. Without these players joining, the in-game population will be too small to sustain healthy matchmaking.

As a result, even the players who did pay may find it hard to get matches, become frustrated, and eventually leave — creating a vicious cycle that rapidly kills the game. Many PvP games in the past have failed for exactly this reason, even when they had very interesting and well-designed mechanics, just like this one.

From my experience, the most effective monetization model for multiplayer PvP games is to make the game free-to-play, supported by in-game currencies and a cosmetic item shop. This approach helps retain a larger player base, which in turn increases the chances of players making purchases.

I really love this game and I want it to thrive with a strong, active community. But I’m genuinely worried that a poor monetization decision at launch could lead to its early demise.
Last edited by duan; Apr 18 @ 12:36am
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Showing 1-4 of 4 comments
HeuZ Apr 18 @ 3:25am 
all this yap and you don't even own the game funny
StaticRD Apr 18 @ 8:14am 
Originally posted by duan:
This game is a multiplayer PvP game, and its success heavily depends on having a large and active player base. An initial paywall can easily scare off many potential players. Without these players joining, the in-game population will be too small to sustain healthy matchmaking.

As a result, even the players who did pay may find it hard to get matches, become frustrated, and eventually leave — creating a vicious cycle that rapidly kills the game. Many PvP games in the past have failed for exactly this reason, even when they had very interesting and well-designed mechanics, just like this one.

From my experience, the most effective monetization model for multiplayer PvP games is to make the game free-to-play, supported by in-game currencies and a cosmetic item shop. This approach helps retain a larger player base, which in turn increases the chances of players making purchases.

I really love this game and I want it to thrive with a strong, active community. But I’m genuinely worried that a poor monetization decision at launch could lead to its early demise.
it might end up like one those games where your running into the same players over and over again, playing the same people over and over again
LLevon Apr 18 @ 8:38am 
bro its 10$ and depending where you live it could be 5$ with regional pricing, if you liked the game when playtesting it jsut give them 10-5$ its not like the game costs 30$ or soemthing.
"durrr bro it's only 10$ what are you poor?" They could do with a f2p weekend or supporter package, I know when I see some strange indie shooter and I spend my first 10-30 minutes of my 2 hour refund window in matchmaking I assume it's dead and get my money back. That's money better spent on hookers and blow.
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Showing 1-4 of 4 comments
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