When you have virtually no micro-transactions but a stable sub-fee, the focus of your company is a mix of keeping current subscribers via content, and recruiting new ones via marketing. As long as your sub-fee covers overheads including server costs and the wages of the content creation team then your game is successful from a profit point of view.
But when your games revenue comes from micro-transactions alone, the focus of your company is a mix of increasing the average revenue per customer and recruiting new customers. If the cost to acquire a new customer is less than the average revenue they bring then you have a successful game from a profit point of view.
Only one of those models will result in a "good" long term game for the players when talking about a MMORPG. The other just burns through jaded customers to pray on the gambling addicts that find their way into the game.
Opinions?
But when your games revenue comes from micro-transactions alone, the focus of your company is a mix of increasing the average revenue per customer and recruiting new customers. If the cost to acquire a new customer is less than the average revenue they bring then you have a successful game from a profit point of view.
Only one of those models will result in a "good" long term game for the players when talking about a MMORPG. The other just burns through jaded customers to pray on the gambling addicts that find their way into the game.
Opinions?