Assume that only a tiny fraction (we'll say 1%, but EEDAR's recent study suggests that it's closer to 5%) of Forza 5 players are so-called whales, and that they purchase all of the cars at the best value ($1690 + $50 season pass). We'll go with 500k copies sold (probably pretty generous, but I'm just trying to illustrate a point), so we're looking at about 5,000 players.
Those 5,000 players alone are going to bring in $8,700,000 (this is not including the $60 from the game purchase itself). They're compensating for 140,000 other people purchasing the game (in reality it's a lot more than that, as the profit margins on a retail copy are far less than direct-from-XBL purchases for Microsoft - using the 30% figure from here, it would mean that the whales are actually compensating for 483,000+ regular customers).
Every whale, by themselves, is the equivalent of 29 (96+ assuming we're working off of profit margin alone) regular customers.
You see the problem here?
It would be nice if T10 would actually acknowledge some of the things or tell us what things they are working on fixing or adding to the game. For me, specifically, I need to know what the plan, if there is one for additional tracks. I never counted test tracks as more tracks so for me, there are only 12 real tracks in this game and that is pathetic, regardless if this is a launch title or not.
Assume that only a tiny fraction (we'll say 1%, but EEDAR's recent study suggests that it's closer to 5%) of Forza 5 players are so-called whales, and that they purchase all of the cars at the best value ($1690 + $50 season pass). We'll go with 500k copies sold (probably pretty generous, but I'm just trying to illustrate a point), so we're looking at about 5,000 players.
Those 5,000 players alone are going to bring in $8,700,000 (this is not including the $60 from the game purchase itself). They're compensating for 140,000 other people purchasing the game (in reality it's a lot more than that, as the profit margins on a retail copy are far less than direct-from-XBL purchases for Microsoft - using the 30% figure from here, it would mean that the whales are actually compensating for 483,000+ regular customers).
Every whale, by themselves, is the equivalent of 29 (96+ assuming we're working off of profit margin alone) regular customers.
You see the problem here?
2 lap races again?
What is the lap breakdown through career?
Hypothetical figures, obviously. In reality it's likely that more people will buy in, but less will spend the complete amount required to purchase everything. While obviously not 100% accurate, I'd say it's a pretty decent estimation.Are you suggesting 1-5% of players will pay real money for every car in the game even though they can all be bought through actually playing the game?
Why would one person do that, let alone thousands?
Unfortunately, what you do or don't see does not change reality. EEDAR's study regarding people who buy into F2P models suggest that upwards of 4% of people playing are "heavy payers" or "whales". If anything, 1% is low-balling, and most certainly not hyperbole.No, I do not see 1% of players spending that amount of money. ever. not even close. .001%... 1 out of 10,000? maybe.... That is a shitload of cash. The vast majority will not even touch the token system. Hyperbole and random figures do not move this conversation forward.
There is a limit to what can be done before it is no longer profitable. Your slippery slope fallacy is tired.
Yes, it would be nice.
Forget the PR and formalities and just come out as racing and video game fans.
Inform the public of your decisions, ideas and future plans. Just tell us what's going on or what has happened. People need to be kept in the loop, good news or bad.
Backlash will happen regardless if you reach out or not so why not reach out anyway.
I guess though, that Turn 10 aren't professionally obliged to do so...
Assume that only a tiny fraction (we'll say 1%, but EEDAR's recent study suggests that it's closer to 5%) of Forza 5 players are so-called whales, and that they purchase all of the cars at the best value ($1690 + $50 season pass). We'll go with 500k copies sold (probably pretty generous, but I'm just trying to illustrate a point), so we're looking at about 5,000 players.
Those 5,000 players alone are going to bring in $8,700,000 (this is not including the $60 from the game purchase itself). They're compensating for 140,000 other people purchasing the game (in reality it's a lot more than that, as the profit margins on a retail copy are far less than direct-from-XBL purchases for Microsoft - using the 30% figure from here, it would mean that the whales are actually compensating for 483,000+ regular customers).
Every whale, by themselves, is the equivalent of 29 (96+ assuming we're working off of profit margin alone) regular customers.
You see the problem here?
Exactly my point. Obviously the figures are not meant to be taken as gospel. They are there to give a general idea of the potential impact these microtransactions can have, and to demonstrate how they can completely negate the vote of those who choose not to support the game with their money.1-5% of people who buy Forza 5 are not going to spend $1740 on the game. There may be a very tiny minority who do but it will be very small. However I wouldn't be surprised if quite a large percentage spend a small amount on microtransactions.
Well, Dan seems to come across as such a racing fan and making a game for the car lover and gamer, so I hope he backs this up by talking or having it as part of their weekly updates. I don't believe for a second that Dan and the team are a bit disappointed that they could not include more tracks, but since the commitment to make launch day put them in this situation, it would be nice for them to say:
"due to being a launch title, we shipped the best game that we believe in. With that said, we understand and sympathize with our fans on the lack of tracks compared to all of our other games and this is what we are going to do about...."
Maybe I am living in Fantasy Land and hope that something like that happens, but I don't think it will. At this point, spreading any good will is a positive however and no, that does not mean "Hey here is yet another car pack".
If I want to restart the game, from the beginning (Start a new Career) is there a way to do it? On the 360, I would just delete the save file from the memory manager, but the Xbox One has no memory manager.
First livery, snap was very useful.
Or, just tell us what you were meant to have knowledge of?
Did you make that dragon head in the editor? Looks fantastic. Did you have snap open with the image? that could be really helpful actually. Can't wait for my copy to arrive on Monday, and hopefully my system too, and check this stuff out.
you probably just need to log in a second player - go to your profile icon where you signed in and sign in a guest using the second controller
First livery, snap was very useful.
Wait, is bigshot gone completely, or is it just one of those things that's getting implemented "soon"?Well?
Edit: Can't believe they nuked BigShot.
Wow, I never thought of using snap to bring up a reference photo, thanks for that tip. Good job on the livery.
Hi Guys,
I just downloaded Forza and can't find anywhere where I can get the Day One car pack or where I can buy the Limited Edition car pack. I thought I would be in cars or in marketplace, but in cars you only get single cars and Marketplace says "Coming Soon" and I cant open it.
Any ideas where I can find those?
Was playing F4 this weekend, was wondering whether in F5 they allow you to do more than a fixed set of laps (2-3lap track dependent) in the quick race mode? In F4 you cant change the laps you want to race.
Was playing F4 this weekend, was wondering whether in F5 they allow you to do more than a fixed set of laps (2-3lap track dependent) in the quick race mode? In F4 you cant change the laps you want to race.
Sorry to ask this again, can I put the codes in on the Xbox website now and collect them later as they expire after a couple of weeks?
drugstore NOOOOOOOOOOOOOOOOOO
After I put in the code they just showed up in the list of cars available to purchase. They should have a little icon next to them indicating they were downloaded. Buying the game digitally should have gotten you the cars since you bought it within the first 2 weeks.
The biggest defence of the monetisation issue seems to be "well, I'd never use it, therefore it doesn't affect me, therefore it's not bad". I don't really understand the logic here. Are people really that short-sighted?
Sorry to ask this again, can I put the codes in on the Xbox website now and collect them later as they expire after a couple of weeks?
You can if you have Gold on F4, just start a private online race and bump the laps up there.
You can in FM5.
As much as I hate that free play doesn't have all the cars available to rent, I love the the fact that if you use your career cars, you can earn XP and Cr. in races for which you choose all settings.
Wait, is bigshot gone completely, or is it just one of those things that's getting implemented "soon"?
Having never played a sim since gt3, and also being terrible at that game, I turned off half of the assists (or went halfway). I did two series that way and then turned off all the assists except the brake line. I'd keep that guiding line.
Also, turn the drivatar difficulty down to compensate for a while.
The game really shines a lot more with assists off. I've cursed so many times because I was being too aggressive and blew a turn, but its worth it
You can in FM5.
As much as I hate that free play doesn't have all the cars available to rent, I love the fact that if you use your career cars, you can earn XP and Cr. in races for which you choose all settings.
i cant say this enough... ditch the racing/braking line. it will teach you the tracks rather then just racing the line.
i cant say this enough... ditch the racing/braking line. it will teach you the tracks rather then just racing the line.