Future of Panzar - ESports Rework?
Greetings,
Will this game stay as it is now, or does the developers have some great plans regarding the future of this game?
I'd like to see some response from a developer.
Before we call this game anything first of all, we have to find out what is the goal! :
Pay to Win - Casual steady player base : (current system) If they continue the current system... In the end, if they are lucky, they will be bought by an Asian company and migrate to that market where this cash-shop system is accepted. One company I could guess is Perfect World.
I have to note here that even though PW cash in 300mill$ from all their games worldwide, they gain most of their income from the Asian territories. Now Perfect World is one of the big companies that has/had a huge player-base, but it is decreasing slowly as the players are migrating to more casual social games. In response to that they are compensating with buying/developing new games into their franchisee.
From the look of this game model, I think this is a highly possible assumption that PW or some other companies will merge this game into their franchisee in the future if the game stays as it is, and it will never reach it's full potential.
But it's Free to play!!! :Now in my point of view there are two kinds of Free to Play scenes on the market :
Casual F2P - like most western mmorpgs, Team Fortress 2 basically every f2p games where players can buy "time" or gameplay changing virtual items without restrictions.
and
E-Sport/Hardcore F2P - League of Legends, DotA2, Path of Exile etc.. where they have huge restrictions, and gain their income from Virtual Item Sales where the items are mostly cosmetics, Advertisement, Subscription model (200% exp/gold etc) and Merchandise. Oh boy.. and they cash in on those..!!!
All around the F2P market Virtual Item Sales are the 85% of the total income. Casual market has a steady income that is slowly draining while on the other hand hardcore market has huge potential as long as it is fully supported and handled professionally.
Lets see some examples that state that flying unicorns are more profitable than subscription or Pay2Win : Okey, lets start with one of the biggest nosedive in video-game history :
Diablo3 ( well to be honest that's it.. i think the name in itself is enough... but lets pull out some data. )After the ridiculously short content, the real money auction house
with the Pay2Win shadow in itself delivered the final blow to our beloved game. The game population dropped in a rate that now it lost around 65-70% of their initial player-base.
Team Fortress 2 : after they enabled custom content publishing Gabe reported that a hardcore visual item makers gain 500k$ a year. That is one person who makes in-game items that (s)he sells in the store. I won't be surprised if the same thing happens with DotA2. This shows how successful cosmetic items can be.
SWToR : after going free to play they doubled their monthly revenue, and managed to gain back some of the player base that they lost. Even though they are slowly draining, this at least shows that the F2P is now the market standards even for AAA.
Path of Exile : an indie company that started out with 2000 players in beta, managed to take it's first steps on the route to success. They have a relatively huge player-base (2 million registered users), around 60k active ones in peak times and 20-40k in the rest. Only cosmetic cash shop items, no real money auction house like in diablo3.
If the developers of Panzar want to reach an E-sport standard with their game ( and I'd love that ), in it's current state it won't happen.
The steps necessary to reach that are :
Full Rework of the cash shop system, cosmetics only, character slots..etc
Character wipes with the refund of spent gems
Regular balance and day to day communication with the community.
I'd would be lovely to see some data of the matches it is probably too early to see what is op and what is not but i feel that this game carries that same P2W shadow that D3 had...
Phew thank you for reading.