P2P (Pay to Play)= Initial Purchase, Monthly Subscription
B2P (Buy to Play)= Initial Purchase, No Subscription
F2P (Free to Play)= No Purchase, No Subscription
P2P games work well when they transition to F2P models because it's a great value. All the content updates that have been put in from when the game was P2P are already in the game, making it a very robust and enticing world that a new player can experience for very little cost.
That is not the case with games that launch as F2P or B2P, since you are coming out as a new world that needs to entice players to spend more money. The danger being that since there is no subscription cost, the game won't see profits despite not losing players, as existing players are not compelled to spend additional funds on cosmetic items and invest in what may otherwise be a barren world.
I think the hardest part of a B2P or F2P model is getting the players invested enough initially to actually want to stay and integrate further into the game world. Guild Wars 2 accomplished that by having an immense world already abundant of content, similar to the state of P2P, when they transition to F2P models.
Defiance is treading a riskier road of having less initial content and asking the TV show to shoulder the burden of hooking players and keeping them invested in the game. I feel the TV show could continue without the game, but am not as certain the game would do as well without the show.


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Another reason for PC not having a lot of traffic is the play style. Some people prefer console controller over the key and mouse abilities.
