Lord of the Rings Online Doubles Revenue After Move to Free-to-Play
Executive Producer Kate Paiz explains that "when you tell people you no longer have to pay for it, they come in droves," according to Joystiq.
Here are some of the statistics resulting from the switch:
- 20% of former players have returned.
- 300% increase in peak concurrency.
- 400% increase in total active players.
- 52% of players have purchased something via the in-game store.
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I've never played DDO. Anyone care to summarize how the in-game store works?
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A whole lot of stuff, such as usable gear to cosmetic items, quest hubs, etc. Also although most are unlocked, unlike EQ2 F2P, with DDO I spent some money to unlock a race and class.
However I cannot confirm with DDO or lotro but I think Turbine has been shying way from making end-game gear from being available.
As I played DDO the immediate cost was high, probably dropped like $60 in the first two months, but as I settled in the longterm cost was lower than a traditional sub.
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