Over One Year of Player Stagnation. Why?

Why does war thunder need constant inreases in player numbers?

I swear that this game could have every single person playing and we would get posts saying “the game has been at 9 billion for a year, is it dying?”

I would say that the game is doing fine. Even if it stayed at the current number of average players, i dont think it would be a bad thing. I would it stay like this than have gaijin try to add some weird fortnite thing to try to grab players outside of the genre

2 Likes

I would say no. Definitely welcome but far more important is Not to Lose players.

Of course people will leave, it cant be avoided, and new (or returning) players must be encouraged to stay to maintain the status quo. Any business manager will tell you bumper profits are great, but a healthy and sustainable bottom line is priceless. .

1 Like

I specifically said war thunder is not dying. I was asking why isn’t it growing anymore. Thats all.

Every genre has its player base. After a point, you cant get more without adding something outside of what you offer. For war thunder, that usually means new weapon systems, nations, or generation of tech.

They probably got most of the modern tech fans that dont want ace combat.

Yea i agree that they probably tapped out their base but for me, im just getting bored of the whole thing.

I dont find myself excited for new vehicles nearly as much anymore because the way you play the vehicles is so limited.

I’d love some new maps and more objective oriented maps.

Years ago during the air beta there were objectives on almost every map.

I’d love to see something similar in ground. Imagine an Iraq style map where the attackers have to; take the airfield, destroy the radar station, intercept a convoy of SCUD launchers etc…

3 Likes

Invest some time in reading about how video games work, what they are designed for and where the most money has to be invested by the game provider in order to earn money and to gain customers. There are a hell of vids on yt explaing this in detail…

This makes economically seen zero sense.

Try to research about player retention separated in key demographic segments.
Basically all f2p games are optimized to target minors in order to earn money with mini / micro-transactions without the entry barrier of a full price video game. This target group has a rather limited time span available before they do something else in their free time, but they invest compared to their actual game time more money than a long-term player.

Investing money in order to keep long-term customers is ill advised as they understand sooner or later how this game works and have therefore a limited growth potential - and technically seen they are in the minority compared to millions of action-hungry kids.

So whilst a satisfied long term customer might invest 1.000 USD in 5 years (just as an example) gaijin might have 9 customers with 50 USD investment, but these 9 customers leave all after a year and get replaced with 9 new guys investing 50$. After 4 such cycles you earn 2.000 - 2.500 $ with the same product - whilst the long-term customer is rather limited regarding new investments…

As explained above this does not work when you have a business model optimized to satisfy minors with very short retention spans.

This might work if we would talk about a company selling tangible goods, but not in a fast growing market like video games.

The problem event vehicals.