To see this, imagine a population of 100 players. Before LFR, 20 of them participate in regular raids. We'll call these 20 players Raiders, and the other 80 players Casuals.
Then LFR comes out. 10 Raiders switch to LFR, along with 30 Casuals. So the following statements are both true: 1) LFR has significantly damaged normal raiding. Normal raiding lost 50% (10 of 20) of its players. 2) The majority of people in LFR didn't raid before. 75% of raiders in LFR (30 of 40) didn't raid before.
"Is this not a logical progression with the F2P model? I'd really like to know your thoughts on who would be a good governing body for these types of games. Should we leave it to review sites to warn players of the possible pitfalls with this revenue generation model, or do we throw all of our trust behind the Blog'O Sphere to keep us informed about such games and practices?
It just seems like developers are getting a free pass when it comes to how revenue is generated under the guise of F2P, and I'm finding it quite distasteful because F2P is still being presented as some kind of saviour for the MMO industry, with little regard to how it's being implemented."
"We thought now we could do everything we ever wanted for the game, and got too ambitious. We thought we could make the game in six months, and I'm still not sure what we were thinking. That was stupid. I wish I could take that back, all we needed to do was put a different date there and nobody would be complaining. Whoops. We ARE still doing everything we want, and it's taking a long time. I don't feel bad about that. That was the POINT, right? To dream as big as we could?
It's interesting to think of it from someone else's point of view. For many people, letting a dev shoot for the moon is NOT the point. For a lot of people the point is I BOUGHT A GAME, WHERE IS IT?"
"If nothing else, I think the gaming community is finally getting a good picture about real game development. What would really shock people is that there is nothing unusual about any of this, except that you are finally seeing it. This is every game development story that has ever existed, except instead of the publisher dealing with it, YOU are."