
The Anwar video slam dunks that point home by focusing on how quests are a focus to open wallets. The CEO interview did a good job pointing out how PvP is a money maker, but isn't their genre focus so they can extend the demographic. Of course, the problem is how to metric that or if the 10% is equally divided, then balancing turns into a playground game of seesaw. Replace farmville with plundering and same result. Assuming I'm magically a product manager (or whatever appropriate title/job responsibility)if 90% of the paying 10% are farmville players, mitigating player lose from plundering would become a priority to maximize retention and/or increase payer conversion. I'm always interested in the finer details, like who spends and why, because that can sway(or even put to bed) the opinion arguments we have here in the forums over it. Due to the interlocking of variables in FoE, I'm sure we can argue PvP has an impact on player retention as well (be it a plunderer or farmville player).



I'm sure PvP plays a part in player retention, just like GvG may or may not give long-term players incentive to keep playing if they hit content cap or start burning out on leveling their Arc/whatever. Especially since there was other incentives other than 'beat the other guy'. Did the PvE server, but enjoyed the instanced and open-world areas of PvP.
