Timeline for Segmenting an MMO market
Current License: CC BY-SA 3.0
4 events
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Jan 2, 2017 at 17:04 | comment | added | DMGregory♦ | I think even if there is no max level, the same argument applies roughly to either the "center of mass" of the mature active character population, or to a region close to the leading edge of the leveling frontier, depending on the type of good being considered (eg. staples will tend to hold the value that the bulk of players will pay for them, while elite items may be more influenced by the buying behaviour of power-leveling players) | |
Dec 19, 2016 at 17:42 | comment | added | Polygnome | You will want a max level. People play an MMO to play together. Thats the whole point of an MMO over a signle-player game. if they ain#t the same level and can#t even trade, whats the point of playing the game? look at gamedev.stackexchange.com/questions/75979/…, it has some good answers with good studies that suggest that a level cap encourages playing togther 8because there are people you can meaningful interact with), and that that in turn is good for retention rates. | |
Dec 19, 2016 at 17:28 | comment | added | Vaillancourt♦ | What if there is no max level? I.e. if you need to grind so much to reach it that no one has reached it yet? | |
Dec 19, 2016 at 17:23 | history | answered | Polygnome | CC BY-SA 3.0 |