Originally Posted by
RedRyderOG
Smoothe, thanks for the detailed update! And I appreciate the props. I'm sure that the current GMs are doing their best with what they're able to do. And while I'm sorry to hear that they don't seem as player-focused as the old days, I can tell you first hand that running a game as a service is HARD. You have to get the game balanced, the updates working, new content to keep it fresh, and finding the right people isn't easy. And at the end of the day, a game needs to make money in order for it to survive. Since the game launched in '08, we've seen games monetize the "right" way (Fortnite) and game monetize the "wrong" way (Star Wars Battlefront II). Generally in my experience in the game industry, there are 6 ways to earn money from a game:
1) pay for it outright (this is a dying model)
2) subscription (this is uncommon nowadays)
3) paying for items that allow you to advance more quickly through levels or move throughout the gameworld more quickly
4) paying for "vanity" items that are merely cosmetic but don't offer any kind of advantage over another player
5) advertising (doesn't work well unless you are a NASCAR or FIFA type of game in which advertising is an integral part of the environment)
6) donations like Kickstarter, Patreon, GoFundme, etc.
Back in the YNK days, I was in many conference room meetings where we discussed monetization. "Pay to win" was never an attractive model to me. I hope that it's not like that now. But like I said, it's not easy running a game, and especially not easy running a PROFITABLE game. I will say that the fact that the game is still around after over 10 years speaks to the quality of the game at its core, and the quality of the community that it draws.