Player retention in this kind of games is always low, but since a lot of people try it (it is free after all) the few that remain are enough.
ah, an interesting remark, that makes me kinda reply, even if this gets a bit off topic…
don’t know exactly what you mean; there hasn’t been a free space shooter which provided servers for gameplay, and mmo lobby until now, at least not fully working and with an active development team. most of those projects didn’t die of player retention, and player retention in space games is usually very, if not extremely, high, since it’s the major genre in pc games next to fantasy (mmo)rpgs and puzzle games. Usually, the games survive longer than the companies who produced them!
if you mean f2p games, I also can’t agree, most figures in the business are from experiences with mmorpgs gone f2p, usually *after* they failed to sell, which didn’t make them better in f2p model either, so the calculated lifespan of a f2p game at this moment is around 7 yrs., but it smells like BS to assume that for me, since f2p is still very very new. In fact, modern software goes by the idea of “as long as you maintain your code, your code stays alive; as soon as you package it and sell it, it will have a lifespan” - while game titles more and more rely on the actual game world they create (since it spawns fiction, fandom, etc.)
where you are right, is pay to grind less models, since usually, the answer of the market is to bring out more games which have even less microtransactions for game elements; or the newest trend to promise f2p and earn box sells via early access; a lot of projects now grow which are more fuzz than actual code. but that means, SC simply has to pivot (yay a manager word!) in a couple of years, to get less grindy, and more microtransaction for visuals and gimmicks kind of model, expanding with secondary games in the same universe or similar steps. that is entirely a management thing. even large companies now started creating f2p games, and open their boxed games with f2p gameplay (like sc2 being fully free for arcade or playing tournaments, but disallowing map editing or single player campaign, or the new moba from blizz coming out, entirely f2p and no grind-less solutions, entirely built around “don’t grind at all or buy skins for money”. )
imho, SC is unique atm. at the market, and playing on that strength is the way to go, and the quality of the game is the sole deciding factor for player retention over the long run.
To become as self sufficient as other team arena games like WT, the playerbase simply needs to reach a critical level; after that retention would not be a problem, at all.
Sry, I don’t exactly contradict you, I just found this statement interesting to iterate upon 