- 8,494
- 10,705
The presence of a cash shop is a given these days. The problem isn't a cash shop, it's what its effects on the game are.I'd argue that if you're designing a cash shop just to sell vanity pets, that's a seriously low return feature that will still warrant dev time that could be spent elsewhere. The payoff just won't be there to make it worthwhile.
That's kind of my original point. Maybe you're thinking your game is awesome, and the subscription money is going to keep you afloat for decades.
Then, one day (usually at the end of the first month, when your conversion rate of free first month to recurring sub craters), you realize it's not going to happen, and you have to get cash from somewhere else.
Either you've spent time designing a cash shop with minimal/no impact on gameplay, or you haven't. If you're scrambling to bolt a cash shop on top of a game where nothing was supposed to be gotten except thru game, you WILL have to sacrifice your original gameplay. Potentially adding P2W features.
So, a good risk management strategy is to design the cash shop from the beginning. Unless you don't care about the impact on the game anyway...