Past:
Initial player base - players go through initial content.
Those that level up too quickly burn out but most find enough content to keep playing for good amount of time.
VR Levels, Craglorn, Undaunted grinds - enough new content added to keep majority busy
Present:
Discrepancy gap between old players and new/returning (B2P Change-over) - Major overhaul of game implemented - champ system put into place help even the gap. Champ system gives old players something new to do as well (new grind)
Future:
Crown store & convenience items expand into such things as XP boosts - these appeal to old players to try to stay more powerful and new players to catch up - huge potential cash cow for ZoS. Time to fix up game before console launch. New content worked on and stashed for future DLCs and further cash injections.
A lot of people are looking at P2W elements with extreme caution. There seems to be some bitterness in that ZoS definitely help create an environment that adds to the demand for such products. Is this a bad thing? Will they use this influx of cash to fix/further the game? Probably. And a lot of players seem to voice that that is a good thing.
They also have content "in their hat" that they have been working on - zones (that scale to your level), spellcrafting... they will probably hold out on until the majority need new content to play, and after console launch (as they have stated).
CPs will keep us busy while they clean things up and get ready for console launch. Also they can hold onto customers that are skeptical or have lighter wallets with F2P (B2P) option.
I can't say their PR and way they've been handling things have been pleasant, but there is some genius behind the suits that are looking at their product life cycle stages and planning. The old player guard that went through a lot of the rough and tumble are soon to be in the minority and most of the bitter stuff will be forgotten under new layers of time. I think it's a bit sad but also brilliant. And it smells like, from a business perspective, sweet success right around the corner. Even disgruntled and bitter players will probably settle down as they find new pleasure in the new era of ESOTU if they fix bugs and make the game fun again and they will get lost in it and forget and/or forgive.
Within this game itself, it's a good plan. But within multiple games, will it hold up? Will the consumers of ESOTU find more pleasure from competition? Lots of upcoming titles, with different development models (Crowdfunded, etc). Will there be other games with less grind and P2CONVENIENCE cycles? We'll see... but it seems like ZoS, if they can pull it off, have a few months to really transform this game into the next level.
Will they break from the usual downfalls that have plagued other games or will they just fall victim to the same old cycle of grab as much cash out of it as possible and cannibalize it to oblivion?
Badge: Wall-of-Text GRANDMASTER
PvP: Patch Vs. Player
ZoSence (n.):
1) What is reasonable or comprehensive using ZoS logic. "That makes ZoSense"
2) Making zero sense. "That makes ZoSense"