1. exposure and sales from ingame shop vs web shopHrenli wrote:Not sure I understand what you mean. Which two possibilities? What numbers?Ferinex wrote:I am certain beyond doubt the numbers between the two possibilities would not support your position.
True if we are talking short term sales. Alas, quite a few projects went south just because the focus seems to have shifted to low hanging fruits in sales instead of a proper vision of what actual product should be...Convenience is a low hanging fruit for sales.
2. to which projects are you alasing? virtually every single successful free-to-play game, especially market-leaders and AAA titles, have ingame shops. if you are going to stand apart from the leaders it makes sense to have a very good reason for doing so. An ingame shop is no more creatively compromising than a web shop--monetization is already occuring. someone arguing against it simply because they don't want the shop to be in the face of players (potential customers) makes me question whether they want the shop to be a success or not. ideally the shop should be in front of as many players as possible. J&L are more than capable of balance
no reason for that to be the case. we aren't talking about punching our credit cards into the client. check the thread as we talked about thisborka wrote:Ferinex i guess you're not aware about the rattail of your idea: the end of custom clients ...
edit: also if you don't trust your custom client dev you should stop using it right now. it could already be keylogging you and lots of other nasty things