F2P companies have crystal clear metrics on everything. I'm wondering what the general stance is on non-paying customers.
The hope is to convert free users to paying ones. But is there a cut off point? If you have a Farmville user who has not bought anything ever, is it in the companies best interest to let them go?
Every non-paying customer is costing the company server traffic. If they take support resources, the cost is even higher.
Does the mere presence of a user outweigh this cost? Perhaps people playing means more exposure for the product? Perhaps they may invite potentially paying friends in the future? Perhaps they form a better community for the paying consumers, enhancing retention of the paying segment?
Do developers see these as valuable enough to support the non-paying segment?
Comments
Non-paying players can provide positive word-of-mouth which may bring in paying customers.
Non-paying players can become paying customers if something that appeals to them is released.
Non-paying players populate the game, maintaining the community that keeps paying customers playing and paying.
In games with currency conversion systems, non-paying customers indirectly buy currencies purchased by paying customers.
I play MMOs for the Forum PVP
The devil only care about your "soul" , useful or not .
1) Conversion to paying customer
This is the most obvious reason - some free players convert into paying customers. Its a pure numbers game: the more players, the more likely you are that people will pay. A game like LoL, for example, has an extremely low conversion rate (think they said 3%) so they need as many players as possible so that the 3% is a large number of players
2) Proportions stay the same
Most of the "open" free to play developers have stated that the ratio of free-to-paying customers doesn't fluctuate based on player base, i.e. if you lost the free players, you'd also lose paying players.
3) Word of Mouth
An oft-overlooked point, even if your free player never spends a dime, they might tell their friends and attract new potential customers to your game. Again, its playing the numbers: the more free players, the more likely word of mouth will get out and the more likely you are to gain customers.
4) Content - Its an MMO!
We're playing massively-multiplayer games, so you need other people online to play with. Sure, a lot of people solo, but other people bring the world to life. Everything from just making the landscape look alive, to grouping for dungeons, finding leveling buddies, crafters, pvp etc....other people are important when it comes to making the game fulfil it's potential.
I'm sure we've all been playing an MMO and noticed when the server population drops too far. There always seems to be some crucial cutoff point where it just becomes too difficult to find groups, recruit new guild members or enter pvp arenas. Anything developers can do to stave off the point is good. Admittedly, I hate F2P and avoid F2P games so this issue is somewhat moot, but if F2P games stopped scamming customers and increased the quality of their games then I'm sure I would play them.
As a bonus they occasionally exhibit some intelligence.
"True friends stab you in the front." | Oscar Wilde
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
How much does the extra server traffic REALLY cost. lets be honest here.
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
It's no fun for a subscriber who have just started or rolling a alt if it's not possible to run a dungeon or pvp.
They believe they are entitled to a free game.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
They still cost you genius. The how much does it cost is still a cost. So the freeloaders are a negative in that respect. I suspect you are one of those people who feel entitled to a free to play game.
Maybe you should get someone to build a welfare game for you.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
The reason I ask my question how I asked it is because the cost of .00000000000001 cent every 10 years is less important than the cost of $1,000 per hour.
I even put the most important part of my question in caps so you could not miss it
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
You can't have paying customers without non-paying ones, that is entire point of F2P.
What a silly thread...lol
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
It's a nice good idea for a stable MMO but on past years, subscription MMO's fall one after the other to the F2P model. And here we are today.
But independent of what on F2P obviously they need the non-paying, as the paying ones are far from the majority it would severely hit the player-base and its popularity. They just balance it out.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
If you are thinking in terms of subscriptions vs. cash shop, some games sell subscription time in the cash shop.