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I was just writing a post about mules (F2P'ers) and then was going to start talking about content locusts and time consumers. Then it kind of dawned on me.
If you, as someone in control, have 1 million of 5 million people in a test group, what do you do to/with the 1 million (that are considered the outcasts or that can't help or benefit the other 4 million) so you don't have to do much with them? The answer? Give them something free and time consuming to appease them and keep them where they are at. (Think of the many real-world applications.)
Of course, in the real world you got vendors or something to purchase on-site or near any venue in the real world and that's represented in a cash shop.
Now that being said, I sort of understand the F2P'ers and why we need to deal with them and have options for them. Keep them appeased, keep them F2P'ers and they will remain so. Balance in all things.
So...currently my viewpoints are changing and my signature will be changing, but I understand now. We need to provide for the F2P'ers to keep them so.
Any thoughts or ideas?
Comments
There's really no way that a mule can be the correct analogy for F2P...
My post on the other thread:
Not sure if a Mule is the bast animal for that analogy, mules do a lot of work and don't mind carrying heavy loads that packhorses and donkeys don't like. Also, mules used to carry ore for miners in the old west, an animal that carries bags of gold on its back isn't a good animal to paint as a cheapskate... A donkey or a camel would make more sense.
Wrong terminology, as "mules" are alts that hold items for mains. That's been long established even before MMOs began (term originated in MuDs).Kevyne-Shandris's post on the other thread: