Board Thread:Game Discussion/@comment-33625305-20190806010353/@comment-28169398-20190808014722

Mildvex wrote: Mugwumps wrote:

Maybe next he can explain why this year’s rsr costs the same as last years, despite the suits at Porsche suddenly realizing have valuable all this is. Excellent point. And I'm still curious to hear what makes RR3 so special to have so expensive licensing cost for the Porsche 911 RSR GTE (2018) to make it worth $238.23 (based on US$136 for 1,019 ) when that same car cost $11.95 in iRacing.

Why is RR3 version of it almost 20 times (!!) more valuable and more special? I own both and I'm positive that RR3's RSR is certainly not 20x better or 20x more realistic.

Edit: Actually let's translate that cost to hours. To earn 1,785 you need about ‬89 hours on average. What's the US national minimum wage, about $8.85/hr, right? So that's $787.65 worth of time just for minimum hourly!! And compare that to $11.95 in iRacing (you can get it for $8, actually, if you buy more cars when there's a promo running), hmm… Because in order to get the car in iRacing you have to pay them the $11.95. And, if they need to generate some more revenue from that they can run a 20% off sale, and pay them about $9.60, but they are still getting that payment.

In RR3, because of all of the currency cheating, hacking, exploits, what have you, of in game currency, there is only a small percentage of players who are actually using revenue generating gold (obtained from Ads or IAP) to buy the car. Gold that FM doesn't earn money from does nothing towards paying the bills.

And that is the problem with the freemium, in game currency model. You reward players with currency for completion, which, when they spend it does nothing to pay the bills. You have them watch ads to earn in game currency, but the Ad providers now that those Ads generate almost no sales, so those don't pay much of the bills. Then they throw in level up rewards and now you have an uncapped way for the player to generate currency, which, when they spend it, does nothing to pay the bills. Which leaves IAPs that are ridiculously priced in terms of ROI from a players perspective, but are needed to pay the bills. And then you need to price in game assets at ridiculously high prices to sponge up all the in game currency, which, when spent, does nothing to pay the bills.

So players who aren't willing to cheat or can't spend exorbitant sums on IAPs, which only makes the pool of gold that doesn't pay the bills larger, get hurt and are locked out, basically because the entire economic model of the game is broken in the first place.