9.12.2007

RMT driving away core players

Nerfbat argues that RMT drives away players that an MMORPG requires to survive. In other words, core players, the early adopters, the enthusiasts.

Nerfbat compares RMT to monthly subscriptions. If a company uses subscriptions it's overcharging the casual players and undercharging the hardcore. RMT on the other hand is closer to microtransactions. You pay for what you use. If RMT is prevalent in a game, the casuals will most likely get more bang for the buck while hardcore players end up paying much more to stay on the bleeding edge. If the L33t Sword of Uberness drops only from The Nigh-Impossible Boss of Doom, they'll kill it. If it can be bought for 50€, they'll buy it. To them, it's all about getting everything out of the game. If RMT is banned, the hardcore will get a lot of value for their subscription. This is one part that keeps them playing: great value for their money.

But why would a company cowtow to the hardcore? Surely the casual player market is larger.. It is, but the hardcore are the early adopters, the grassroots recruiters, the review-writers and the fansite creators. They have extensive knowledge of the game, and the casuals do listen to them. They are the initiators of the network effect that attracts the casuals into the game. Without them, there is no casual market. Their opinion can literally decide a game's fate.

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