Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

However, most of current fremium games are precisely based on this model (Fortnite, LoL, TF2, most of mobile games, etc...)

The service is subsidized by "whale players" that regularly spend a lot of cash, but they are a lot of freeloaders (to entertain the whales and to build brand popularity).



I think this supports my point and the OP’s example. Video game makers have figured out how to segment their customers into two groups (former and latter in the OP’s example), and this only works because they’ve made their games extremely cheap or free.

A cheap/free game supercharges network effects to amass players, each of which incrementally adds value to every other player. Most players will never directly pay enough to offset their own cost to the game maker. However, they will create a real community that draws in a small number of whale players who will directly pay for themselves and indirectly pay for all of the free players.

Not so different from the two-sided markets on Facebook and Instagram.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: