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[Patch 4.13] Sona Update General Discussion - Page 67

Forum Index > LoL General
Post a Reply
Prev 1 65 66 67 68 69 76 Next
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
August 11 2014 21:57 GMT
#1321
On August 12 2014 06:54 Gahlo wrote:
Show nested quote +
On August 12 2014 06:53 PrinceXizor wrote:
On August 12 2014 06:44 GrandInquisitor wrote:
http://www.polygon.com/2014/8/11/5991115/league-of-legends-riot-monetization

Interesting how most players complain about Riot greed, but industry experts mostly wonder why Riot doesn't monetize their users more.

well of course? the optimal monetization for getting money on a game is pay to win or to timegate. "pay 100 coins to respawn now!" "1 match every 6 hours or for only 25 coins!"

that kind of crap makes far more money per dollar spent on development.

I'm a fan of the term "pay to wait."

heh. I mean compare how much money ti costs to run LoL compared to candy crush. now realize their profits are similar in scope.
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
August 11 2014 21:59 GMT
#1322
Or Riot is actually smarter than whoever Gamasutra hired and know that if the game had more monetization, then it might be less popular (people are already paying attention to stuff like champions getting buffed right before they get a new legendary skin). Couple that with how much bad PR they get for server issues (which they might not be able to fix as fast and as well as they'd like), their esports section (though I have no idea how those people are still hired after so many fuckups) and so forth. Dunno, I may be giving them too much credit, but I have a feeling that what the author means by "optimizing monetization" is not a very long-term strategy. How many F2P games are there that held their popularity as long as league?
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
Gorsameth
Profile Joined April 2010
Netherlands22359 Posts
August 11 2014 22:04 GMT
#1323
On August 12 2014 06:59 AlterKot wrote:
Or Riot is actually smarter than whoever Gamasutra hired and know that if the game had more monetization, then it might be less popular (people are already paying attention to stuff like champions getting buffed right before they get a new legendary skin). Couple that with how much bad PR they get for server issues (which they might not be able to fix as fast and as well as they'd like), their esports section (though I have no idea how those people are still hired after so many fuckups) and so forth. Dunno, I may be giving them too much credit, but I have a feeling that what the author means by "optimizing monetization" is not a very long-term strategy. How many F2P games are there that held their popularity as long as league?

I agree, They could add more ways to make money and more reasons for people to spend that money but they probably believe that the risk vs reward is not worth it considering its their only game and the size of said game and im inclined to agree with them.

Sometimes making more money over the backs of your players is not the ideal solution. Esp if your goals are more long term then "more money now".
It ignores such insignificant forces as time, entropy, and death
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
August 11 2014 22:06 GMT
#1324
On August 12 2014 06:59 AlterKot wrote:
Or Riot is actually smarter than whoever Gamasutra hired and know that if the game had more monetization, then it might be less popular (people are already paying attention to stuff like champions getting buffed right before they get a new legendary skin). Couple that with how much bad PR they get for server issues (which they might not be able to fix as fast and as well as they'd like), their esports section (though I have no idea how those people are still hired after so many fuckups) and so forth. Dunno, I may be giving them too much credit, but I have a feeling that what the author means by "optimizing monetization" is not a very long-term strategy. How many F2P games are there that held their popularity as long as league?

well candy crush has been around half as long, but has almost 10x the player base...
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
Last Edited: 2014-08-11 22:13:37
August 11 2014 22:13 GMT
#1325
I'd need to read more on Candy Crush, but I think the difference in genre and target audience is enough of difference to disregard the comparisons :p
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
August 11 2014 22:15 GMT
#1326
On August 12 2014 07:13 AlterKot wrote:
I'd need to read more on Candy Crush, but I think the difference in genre and target audience is enough of difference to disregard the comparisons :p

well if you specifically mean "what game in the genre has maintained popularity as much as LoL" then the only answer is DotA. going on 1 decade.
Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2014-08-11 22:24:38
August 11 2014 22:19 GMT
#1327
On August 12 2014 06:57 PrinceXizor wrote:
Show nested quote +
On August 12 2014 06:54 Gahlo wrote:
On August 12 2014 06:53 PrinceXizor wrote:
On August 12 2014 06:44 GrandInquisitor wrote:
http://www.polygon.com/2014/8/11/5991115/league-of-legends-riot-monetization

Interesting how most players complain about Riot greed, but industry experts mostly wonder why Riot doesn't monetize their users more.

well of course? the optimal monetization for getting money on a game is pay to win or to timegate. "pay 100 coins to respawn now!" "1 match every 6 hours or for only 25 coins!"

that kind of crap makes far more money per dollar spent on development.

I'm a fan of the term "pay to wait."

heh. I mean compare how much money ti costs to run LoL compared to candy crush. now realize their profits are similar in scope.


Profit or revenue? The problem with comparing league to those types of games is that swept under the rug is all the development time for the games that were not successes.

Edit: that is. King made 550 million last year off 1.9B revenue. Candy Crush makes up about 350 M of that revenue. But they still spent 1.1 billion dollars doing something.

As far as I can tell riot is as large(or larger) a portion of tencents profit margin than CC is for king.
Nos-
Profile Blog Joined February 2011
Canada12016 Posts
August 11 2014 22:19 GMT
#1328
what with this random DistaceB thing in chat
Bronze player stuck in platinum
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2014-08-11 22:31:10
August 11 2014 22:25 GMT
#1329
On August 12 2014 07:19 Goumindong wrote:

Profit or revenue? The problem with comparing league to those types of games is that swept under the rug is all the development time for the games that were not successes.



In 2013, it[King] spent $110.5 million on research and development, roughly 6 percent of sales.[8]



King is loaded.

and LOL riot is almost insignficant to tencents revenues man. defnitely not 1/6th

Epic Games is worth more to them, and 1/3 of their income isn't between those two companies. Tencent is just massive.
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
Last Edited: 2014-08-11 22:35:19
August 11 2014 22:35 GMT
#1330
Just to clarify - I think that you can compare LoL to F2P FPSes, action games, maybe even mmos. But not to a mobile puzzle game.

DistanceB is some debug feature for Quinn's E IIRC.
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
August 11 2014 22:47 GMT
#1331
On August 12 2014 07:35 AlterKot wrote:
Just to clarify - I think that you can compare LoL to F2P FPSes, action games, maybe even mmos. But not to a mobile puzzle game.

DistanceB is some debug feature for Quinn's E IIRC.

it happens on a lot of stuff. i've seen it with soraka in a game with no quinn.
Goumindong
Profile Joined February 2013
United States3529 Posts
August 11 2014 22:50 GMT
#1332
On August 12 2014 07:25 PrinceXizor wrote:
Show nested quote +
On August 12 2014 07:19 Goumindong wrote:

Profit or revenue? The problem with comparing league to those types of games is that swept under the rug is all the development time for the games that were not successes.



Show nested quote +
In 2013, it[King] spent $110.5 million on research and development, roughly 6 percent of sales.[8]



King is loaded.

and LOL riot is almost insignficant to tencents revenues man. defnitely not 1/6th

Epic Games is worth more to them, and 1/3 of their income isn't between those two companies. Tencent is just massive.

Riot had 650 M in revenue last year as far as I can tell. You are right though I underestimated ten cents revenue growth (38%!). So instead of 12% of revenue they're like 8%. Tencent also has a lot more property depth than king. My point being that a simple comparison isn't quite right since we lose all the stuff that king does that is worthless in the 1.1 billion in expenses which most assuredly aren't going to candy crush alone.
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
August 11 2014 22:56 GMT
#1333
On August 12 2014 06:59 AlterKot wrote:
Or Riot is actually smarter than whoever Gamasutra hired and know that if the game had more monetization, then it might be less popular (people are already paying attention to stuff like champions getting buffed right before they get a new legendary skin). Couple that with how much bad PR they get for server issues (which they might not be able to fix as fast and as well as they'd like), their esports section (though I have no idea how those people are still hired after so many fuckups) and so forth. Dunno, I may be giving them too much credit, but I have a feeling that what the author means by "optimizing monetization" is not a very long-term strategy. How many F2P games are there that held their popularity as long as league?


Janna was not buffed before her legendary was released.
Nasus was nerfed the same patch his legendary.
Rumble wasn't buffed until 3 weeks after his skin was released.
Anivia wasn't buffed until several months after her legendary was released.
http://na.op.gg/summoner/userName=FLABREZU
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
August 11 2014 23:08 GMT
#1334
Oh, don't get me wrong, I'm not saying that it's something that Riot does blatantly. I'm just saying that it's one of the things that the community likes to point out when it does happen.
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
Goumindong
Profile Joined February 2013
United States3529 Posts
August 11 2014 23:13 GMT
#1335
So it looks like we are getting an arcade Veigar skin complete with power glove and Tetris dark matter.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
August 11 2014 23:13 GMT
#1336
I think Riot realizes that unmonetized users are actually hugely important to their model, for a few reasons:

* They allows for easy matchmaking
* They encourage growth (new players pick LoL over Dota because of their friends)
* They encourage people to invest effort without fear that it is a "ded gaem"
What fun is it being cool if you can’t wear a sombrero?
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
August 11 2014 23:32 GMT
#1337
Hypothesis: fear of failure drives a lot of bad decisionmaking in League.

Example: "MadStone" junglers farm instead of gank because it's easy to PvE. When you farm all day and lose, your failures are somewhat invisible and you can blame your team. When you try to make plays by ganking, but give up double buff to their top laner, your failures are highly visible and your team can blame you.
What fun is it being cool if you can’t wear a sombrero?
kongoline
Profile Joined February 2012
6318 Posts
Last Edited: 2014-08-11 23:36:26
August 11 2014 23:34 GMT
#1338
bought velkoz first game tested him bot as support, mana costs on this champion are a joke, spammed spells 24/7 was never oom might as well be manaless
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
August 11 2014 23:53 GMT
#1339
ferrarri can also make more profits by making shittier cars, but they rather make good cars.

Not everyone wants to make mobile games and milk the users as much as possible.





There is also always the possibility to start some sort of chain reaction when milking players. Lots of games died completely when they went "F2P", but tried to milk users a lot.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
August 12 2014 00:02 GMT
#1340
On August 12 2014 08:34 kongoline wrote:
bought velkoz first game tested him bot as support, mana costs on this champion are a joke, spammed spells 24/7 was never oom might as well be manaless

i play him as a support too, but the level 6 free kill in mid lane is just so much fun.
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