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Accept Quote by Jeff Grubb

“The no-subscription fee was so much in our DNA from the original 'Guild Wars': that we would get a smaller market but willing to pay however many dollars every month. It's always been looking at that. We've also been looking at micro-transactions, and we use the original 'Guild Wars' as a test…” quote by Jeff Grubb
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“The no-subscription fee was so much in our DNA from the original 'Guild Wars': that we would get a smaller market but willing to pay however many dollars every month. It's always been looking at that. We've also been looking at micro-transactions, and we use the original 'Guild Wars' as a test bed. What did people like? What did people accept?”

Jeff Grubb

About This Quote

The speaker explains that the original Guild Wars' free-to-play model shaped their pricing strategy, preferring a smaller, paying audience over a larger, non‑paying one, and they use it to test micro‑transaction acceptance.

In simple terms: Pricing model driven by early game design.

Key Takeaway

Free‑to‑play can foster higher willingness to pay.

Themes

Monetization Consumer behavior Game design Pricing strategy Micro‑transactions

Mood

Analytical Strategic

Type

Business insight Industry observation

When to use this quote

  • Launching a new online game
  • Evaluating subscription vs. micro‑transaction models
  • Assessing player willingness to pay
  • Iterating on in‑game store design

Key Concepts

Revenue models Player retention Market segmentation

Practical Applications

  • Designing sustainable game economies
  • Testing pricing experiments with existing player bases

Questions to Reflect On

  • How does a free‑to‑play foundation affect long‑term revenue?
  • What signals indicate player acceptance of micro‑transactions?
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