Does anyone have an idea on how to guess or find out how sales of a subscription based game would be affected by cuts in price, say from a baseline of $10/mo?
I've always thought that $10 is so little that the biggest barrier to paying is just the reluctance of getting out the credit card or the idea of paying at all, but maybe that's wrong.
I've always thought that $10 is so little that the biggest barrier to paying is just the reluctance of getting out the credit card or the idea of paying at all, but maybe that's wrong.