Clearing up some economics
I'm giving a go at objectively explaining why the current iteration of the Outfit Gacha recently released on the CN server is at the very least a poor implementation. it's going to a bit dry but i hope this can clarify some things.
I don't want to make this post as I'm sick of the news already but as many have stated before me: if not now it's never.
Banner specifics:
- The named doll outfit is the only item on the banner with a pity system.
- Other items—such as animations, outfit addons, and an outfit for a different doll—do not benefit from pity.
This means that even if you reach hard pity, you could end up with:
- Only the main outfit,
- The main outfit plus some cosmetics,
- Everything on the banner—depending on your luck.
Why This Matters
Reaching hard pity does not guarantee that you've obtained all banner items. If you want the remaining cosmetics or alternate doll outfit, you'll need to continue spending without any pity safety-net.
Best-Case Scenario
If you get everything you want (and since outfits are non consumable items), you've effectively generated ~$130 in revenue for MICA.
Pricing Concerns
However, the 400% price increase compared to previously released outfits introduces a major drawback:
This kind of pricing shift can be done, but it must be handled with care. Even then, some backlash is inevitable, as many average spenders will feel disappointed—having spent money but still not gaining access to all content.
Who Is the Average Spender?
The average spender typically:
- Buys the 30-day Collapse Pass and Voyage Logs regularly.
- Occasionally purchases a $20–$30 outfit or does a minimal top-up to get a desired doll.
This averages out to:
- $15/month,
- With occasional boosts of $20–$50,
- Resulting in ~$200/year in total spending.
Risk of Backlash & Long-Term Impact
Telling these players they need to spend near 50% of their annual budget just to guarantee access to a single outfit is a risky move. It can/has/will:
- Trigger backlash,
- Drive players away, and
- Result in no extra profit in the short term, despite higher outfit pricing.
In fact, the non-consumable nature of the outfit means that once gained, it doesn’t generate repeat revenue. So if players leave or disengage, the sales curve flattens—outpacing player retention by at least 1.5x.
The real damage:
-
Discoverability suffers due to negative reviews, bad coverage, and poor word-of-mouth,
-
Leading to a shrinking player base as people don't try out the game or leave, move on & become inactive.
In summary; Fostering goodwill, maintaining accessibility, and ensuring perceived value are not optional—they're foundational.
Thanks for coming to my TED talk.
TLDR: non-consumable purchases can't replace recurring purchases.
Posted Aug 3, 2025, 8:46 PM UTC