Hilarious
Csutton
Member Posts: 225 ★★
For 10x the price of the Sunday special, less shards and some big boosts…
Too bad I can only buy 1 😂😂😂
12
Comments
Sometimes, that's who the offers are for. People with money to burn, and willing to drop it on this game and get only a relatively small amount of stuff in return. That is a win-win for everyone.
Assuming there are 10 whales who will buy every single bundle that hits the store without even checking the price, Kabam just made 500 bucks. If the deal were something much more reasonable, like 2 6* Nexus invasion crystals and 7500 6* shards, Kabam still makes that guaranteed 500, but now makes an extra 50 for the spenders who require more justification. Is there something I'm missing here?
The game is ultimately about an experience, and the rewards in the game are a way to incentivize gameplay. However, every time you sell something you devalue those rewards as incentives. After all, the need to accomplish things in the game is reduced if you can just buy them, and the desire to do so is reduced when you see other people buying them.
Selling is a necessary evil, it isn't just another thing the game does. MCOC is not a store, and it isn't even a casino like some suggest. It is more like a theme park with free admission. They make money selling express passes to people who don't want to wait in line for two hours. They make money selling souvenirs in the gift shops. If you don't want to leave for lunch, you have to buy their high priced food. Ideally, you'd want to sell as much stuff as possible for as much money as possible, but the risk is if you sell too much stuff you will damage the experience itself, and fewer people will want to come back. You could sell more express passes and make more money if you sold them for ten bucks instead of fifty bucks, but then everyone would buy them and everyone would be standing in the express line waiting two hours. Which would damage the value of the pass, and by extension the park experience as a whole.
The analogy isn't perfect (no analogy is) but the idea is that the goal is never to sell as much stuff as possible to make as much money as possible. It is actually almost the opposite: the goal is to sell as little as possible while trying to make as much money as can reasonably be made. Every thing you sell damages the game in small ways, but that damage is necessary for the game to continue at all. So the game economy and the offers within it are a compromise between encouraging players to spend, minimizing the impact of the things being sold, and preventing the game from becoming too hostile to the free to play players that represent 97% of your playerbase, and from whom your future spenders will ultimately come from.