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When Freemium Fails (WSJ article)
#6
SaptaZapta Wrote:Same is true for gach and all the other forms of in-game gambling. Reduce the amount of worthless "prizes" and more people would be inclined to buy tickets. And since the valuable prizes don't actually cost Nexon any more to produce than the junk, it's not like they're going to lose anything.

Technically, if people are still buying a lot of gach, then by increasing the rate of getting good rewards would satisfy people quicker and as a result make them stop buying them, and they would lose money.

Of course, that's assuming that the ratio of purchases by people who decide that gash is a good investment after that change, combined with the people who would still buy gach, is smaller than the amount of gach they are already selling.

In case my point is confusing, what I mean is:
If 10 people buy an average of 100 tickets to get what they want, that means an average of 1,000 tickets are sold. If they then make it so that you only need an average of 50 tickets to get what you want, but the amount of people buying increases to only 15, then they are selling an average of 750 tickets instead, and therefore losing money.

It's a risky gamble in the terms of profit. They would probably never perform such a change unless they knew for a fact it would increase sales overall.

The same deal goes for Cubes as well. At the end of the day everything goes back to money. It always does.
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Messages In This Thread
When Freemium Fails (WSJ article) - by Fumni - 2012-08-24, 10:55 PM
When Freemium Fails (WSJ article) - by Aircalibur - 2012-08-24, 11:09 PM
When Freemium Fails (WSJ article) - by Sorien - 2012-08-24, 11:43 PM
When Freemium Fails (WSJ article) - by SaptaZapta - 2012-08-25, 08:46 AM
When Freemium Fails (WSJ article) - by Satellite - 2012-08-25, 09:13 AM
When Freemium Fails (WSJ article) - by Polantaris - 2012-08-25, 10:00 AM
When Freemium Fails (WSJ article) - by Leaves - 2012-08-25, 10:52 AM
When Freemium Fails (WSJ article) - by Endgame - 2012-08-25, 12:02 PM

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