Let's look at the revenue side of the game (I apologize in advance as there is much I am guessing at here).
In GLB1 - you clearly had the 'refunded flex rate' way too high (as way of an example - I'll get through season 3...with a lot of players - and still won't have used up all the GLB1 flex).
In GLB2 - you made some major adjustments to flex costs -- flex dumps (equipment) and flex refunds (much lower)
So - on to my question - have you considered offering different subscription plans?
If no - I'd love to see you consider it. I also believe (admittedly coming from a place of complete ignorance) that it might be better for GLB in the long run as well.
Now - many MMO type games offer subscription services and are very successful with it. How would it work in GLB?
Well - let's first look at a few situations:
PART 1: PLAYER FLEX
A: Me - I own a team and every player on it (at the moment). That is obviously expensive (but I get a lot for it). 1 team + 43 players - that probably means I'll have to buy the 10K package every season ($70 every 40-ish days) (which might or might not really get me the flex I need to run scrimms / test plays / etc) . It would make more sense to buy a bigger package to get the bigger discount - except that is a harder sell for me with my wife. "Honey I'd like to drop $500.00 into GLB for my team" doesn't go over well at home for me - your mileage may vary.
B: Someone who has 5 players might need 1000-1200 flex per season (including player creation)so they'd be looking at $10 per season or something.
C: Folks who just use their free player (MOST of the time - it is my guess these players don't last long in the game)
PART 2: Coaching
I'm sure this part won't be popular. But here goes. In GLB1 I said many times that where GLB1 went wrong in seasons 6+ is that the game changed from a PLAYER FOCUSED game to a COORDINATOR FOCUSED game. It made no sense! It was free to be a coordinator...it cost a lot of money (over time) to run players -- and the focus of the game was on the free aspects....big mistake.
I think you've done a good job keeping this game (so far) player focused - but there is always a danger. Why do you continue to allow coordinators and coaches to have their jobs for free?? Yes, they do most of the work - but they also get most of the fun out of the game. Beyond that - it doesn't make "real world" sense that there are coordinators who coordinate / coach 10 or more teams - that is just silly.
It costs flex to own a team. It costs flex to build a player. It costs flex to boost a player. It costs flex to schedule a scrim. It should cost flex to get a "Coordinator Job" as well. It should be an option for a team owner to pay that flex - and it should be an option for the potential coach to pay that flex. How much? I don't know - probably something at least in line with the cost of a player. (again - probably unpopular - but 500 flex is really way too little cost for owning a team - it should really cost more, in my opinion)
Proposal
Without seeing the actual numbers - it really is impossible for me to guess at what you could do here to increase your revenue. Most subscriptions would not be cancelled immediately upon "quitting" - most people will 'pare back' their playing and want to keep their subscription live. Also - just like gym memberships - people tend to think "nah, don't want to cancel my sub - I'll get back to that soon" (and many will).
So I would propose subscription plans that offer more of the higher end discounts...(surely you don't have many people buying the $2.50 for 250 flex...right - so dump those low end ones.
There should be ~8 seasons in a calendar year (I think). So - a higher end subscription might be:
Owner's Suite: $40.00 per month gets you the following on the first day of every offseason:
- Team ownership renewed
- 10,000 flex
- 4 free quick scrimms per day
- 2 Tokens good for a coaching position on a team other than yours for a length of 1 season
40$ a month is an easy sell with my wife. 500 in lump sums every year or so is not.
Packages would drop all way down to $5 a month or something.
You could even still leave the current flex buying option available for those who like it / want it - both could be active at the same time.
Maybe the 5$/ month package:
Weekend Warrior:
- 500 flex on the final day of every season
- 1 Special Teams Coach token per season
This sort of thing helps you further as well as it gives you an idea about what sort of budget you will have to work with over the next quarter, month, etc (rather than having to offer flex sales to get a quick lump sum all at once).
SUMMARY
- Come up with monthly (or every final day of season) subscription plans at different levels that give flex / team ownership / coaching tokens / paid for scrimms / etc
- Come up with a plan for making Coaching positions (including GM / Coordinator / etc) cost flex
I'd be happy to put some more thought into this - and even come up with the math behind why these could be win/win situations for both GLB and the individual. I'd also be happy to come up with several different tiers of package options - or do just about anything I could to help you.
I'll stop there though as I'm already going to get voted down into lockage by:
Check the box that applies to your response:
____ TLDR
____ If coordinator positions cost flex I'm going to rage quit
____ Too much programming time
____ Fix the sim first!
____ This is stupid
____ Control your wife!
____ too much else to focus on rather than stabilizing GLB2 revenue
____ burn in hell you single agent team owner!!
In GLB1 - you clearly had the 'refunded flex rate' way too high (as way of an example - I'll get through season 3...with a lot of players - and still won't have used up all the GLB1 flex).
In GLB2 - you made some major adjustments to flex costs -- flex dumps (equipment) and flex refunds (much lower)
So - on to my question - have you considered offering different subscription plans?
If no - I'd love to see you consider it. I also believe (admittedly coming from a place of complete ignorance) that it might be better for GLB in the long run as well.
Now - many MMO type games offer subscription services and are very successful with it. How would it work in GLB?
Well - let's first look at a few situations:
PART 1: PLAYER FLEX
A: Me - I own a team and every player on it (at the moment). That is obviously expensive (but I get a lot for it). 1 team + 43 players - that probably means I'll have to buy the 10K package every season ($70 every 40-ish days) (which might or might not really get me the flex I need to run scrimms / test plays / etc) . It would make more sense to buy a bigger package to get the bigger discount - except that is a harder sell for me with my wife. "Honey I'd like to drop $500.00 into GLB for my team" doesn't go over well at home for me - your mileage may vary.
B: Someone who has 5 players might need 1000-1200 flex per season (including player creation)so they'd be looking at $10 per season or something.
C: Folks who just use their free player (MOST of the time - it is my guess these players don't last long in the game)
PART 2: Coaching
I'm sure this part won't be popular. But here goes. In GLB1 I said many times that where GLB1 went wrong in seasons 6+ is that the game changed from a PLAYER FOCUSED game to a COORDINATOR FOCUSED game. It made no sense! It was free to be a coordinator...it cost a lot of money (over time) to run players -- and the focus of the game was on the free aspects....big mistake.
I think you've done a good job keeping this game (so far) player focused - but there is always a danger. Why do you continue to allow coordinators and coaches to have their jobs for free?? Yes, they do most of the work - but they also get most of the fun out of the game. Beyond that - it doesn't make "real world" sense that there are coordinators who coordinate / coach 10 or more teams - that is just silly.
It costs flex to own a team. It costs flex to build a player. It costs flex to boost a player. It costs flex to schedule a scrim. It should cost flex to get a "Coordinator Job" as well. It should be an option for a team owner to pay that flex - and it should be an option for the potential coach to pay that flex. How much? I don't know - probably something at least in line with the cost of a player. (again - probably unpopular - but 500 flex is really way too little cost for owning a team - it should really cost more, in my opinion)
Proposal
Without seeing the actual numbers - it really is impossible for me to guess at what you could do here to increase your revenue. Most subscriptions would not be cancelled immediately upon "quitting" - most people will 'pare back' their playing and want to keep their subscription live. Also - just like gym memberships - people tend to think "nah, don't want to cancel my sub - I'll get back to that soon" (and many will).
So I would propose subscription plans that offer more of the higher end discounts...(surely you don't have many people buying the $2.50 for 250 flex...right - so dump those low end ones.
There should be ~8 seasons in a calendar year (I think). So - a higher end subscription might be:
Owner's Suite: $40.00 per month gets you the following on the first day of every offseason:
- Team ownership renewed
- 10,000 flex
- 4 free quick scrimms per day
- 2 Tokens good for a coaching position on a team other than yours for a length of 1 season
40$ a month is an easy sell with my wife. 500 in lump sums every year or so is not.
Packages would drop all way down to $5 a month or something.
You could even still leave the current flex buying option available for those who like it / want it - both could be active at the same time.
Maybe the 5$/ month package:
Weekend Warrior:
- 500 flex on the final day of every season
- 1 Special Teams Coach token per season
This sort of thing helps you further as well as it gives you an idea about what sort of budget you will have to work with over the next quarter, month, etc (rather than having to offer flex sales to get a quick lump sum all at once).
SUMMARY
- Come up with monthly (or every final day of season) subscription plans at different levels that give flex / team ownership / coaching tokens / paid for scrimms / etc
- Come up with a plan for making Coaching positions (including GM / Coordinator / etc) cost flex
I'd be happy to put some more thought into this - and even come up with the math behind why these could be win/win situations for both GLB and the individual. I'd also be happy to come up with several different tiers of package options - or do just about anything I could to help you.
I'll stop there though as I'm already going to get voted down into lockage by:
Check the box that applies to your response:
____ TLDR
____ If coordinator positions cost flex I'm going to rage quit
____ Too much programming time
____ Fix the sim first!
____ This is stupid
____ Control your wife!
____ too much else to focus on rather than stabilizing GLB2 revenue
____ burn in hell you single agent team owner!!






























