Quote:
Originally Posted by zemelett
For every one out there that says "Oh this could have simply been prevented by doing <insert idea here>..." you obviously have no idea how the real world works.
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The problem that arises may be out of one's control, certainly, but the solutions one presents in response to such a problem are entirely within one's control. This is one such example.
I don't mean to open up wounds here, but I just want to make something perfectly clear. The reasoning given for not allowing 10 extra days to actually play the Canthan characters was primarily a financial reasoning, apparently. In 10 days, many more players could beat the game, and then never return. For a game that actually charges a monthly fee, that's catastrophic, because pay-to-play online games depend on that steady flow of incoming cash. The 15$ a month is critically important.
For a game like GW, however, you do not have 15$ a month coming in from players. Philosophically, it works out to cost the same, but realistically, GW makes its money up-front with each new chapter. As much as it's a cynical thing to say, one of the popular taglines is entirely true: "You can pay and then you don't have to play." We've seen players in Prophecies do that. Slowly but surely, they fizzle out of the game.
But that's after extended months of playing, and after the player pays that 50$ up-front, they don't matter anymore, basically, because the money has already been made, which is why pointing to financial concerns about players burning through the content, no matter if it's 3 or 10 days, is shortsighted. The money has already been made. There's already a profit, usually.
The players who drop 1 dollar or 10 dollars to gain access to the Head Start-type weekend events are usually never the returning customers in the first place. They're usually not returning customers, who will be buying the next chapter, and the next chapter, and so on. That's why they only do that quick hit and move on. They're not going to be the ones making money for the company.
The persistent players make the money for the company. And the persistent players are the ones who pre-order with the intent of staying around for a while. And those are the players who are getting the rug ripped out from under them here.
So some of them may burn through the PvE portion of the game in under a weekend. So what? They'll still be back for more, because they very likely are PvPers. lol.
So...does it really make sense to attribute the slamming this access break-point to a financial reasoning that may very well not exist if different actions are taken?
All that this is access break-point is doing, from what I can see, is alienating a lot of players. Yes, most of them are giving the Devs the benefit of the doubt (and I am, too), but the damaging implication has already been made: that instead of taking a possible hit to the finances now, and providing the persistent, long-term players with viable options instead of waiting around for what may amount to weeks in some areas just to play the game they pre-ordered...the servers will just get locked and thus ultimately risk losing future income.
That's basically what happened.
Those powergamer burn-outs won't be back, if the cut-off point was 3 days or 10 days. That's the entire point of being a powergamer burn-out.
The persistent players, however...are the lifeblood of GW, and enabling a longer playtime period would go a long way in mitigating those persistent players' frustrations, and in the longer-term, would help keep this game alive, because in addition to fixing the problem for future releases, they would also be able to guarantee that persistent players will have reason to stay.
If that didn't make sense, let me know. I'm really exhausted.