Hello Chrono Community!
I recently thought of an idea for a coin shop fix relating to the “inflation,” many people seem to take issue with on this site. While I admit I don’t see it as a huge problem right now, I still believe if enough people are complaining about it, that perhaps a solution should be thought of for the long run, regardless of if we’re in the stage of “needing,” to implement it or not.
I’m actually fairly unaware of how Chrono makes money off of their games - so forgive me if something in this post is wrong or incorrect on that front. Also, please feel free to give me anything that would benefit a system like this - things that can be improved, etc. One of the best things about forum suggestions is that the community can work together as a whole to make it better, especially ideas that aren’t as well fleshed out (like this one) as others.
Okay, so. My actual idea is to add a 3rd game to the “rotation,” of 2 games / 2 weeks. I was thinking it would possibly come the week between the 2 week “free,” coin shop games, meaning every week would have something. Another possibility is replacing one of the 2 games regularly released with an idea like this.
I am under the impression that Chrono contacts game developers and they in turn use their ability to generate steam keys to give Chrono keys at a cheap price, which Chrono then slightly inflates and puts up on their website, thus making them money.
My idea would be for Chrono to put out this 3rd game in the manner similar to their other games, but let players pay partially with real money and partially with coins. I imagine this would be with games that were slightly less discounted; more popular games that would cost more for Chrono to put out than they would usually have for their daily deal.
Chrono would have more freedom and flexibility to get more expensive keys. Let’s say Chrono gets a bunch of keys for $20, whereas the original game is $40. Then, they allow users to use coins (perhaps 1000 coins = $1?) to bring the price down from $40, all the way to $20. The additional $20 would be in cash.
But users could use their coins to bring the game down however much they want between the price marks. So if a user spent 5000 coins, the game would be $35.
I’d even be satisfied if Chrono was making money this way; buying keys for $20 and letting users bring the price down to $25, for example. I’d be even more satisfied if the keys purchased at a profit would have the additional profit split between Chrono and the Developer.
So, if a user uses 10,000 coins to bring the $40 game down to $30, $5 would go to Chrono and the other $5 would go to the developer.
Again, I’m not sure how viable this sort of model is… and the numbers are just completely made up, of course. Mostly for ease of explanation and calculation.
What do you all think? I’d love to hear any feedback on it… even if it’s feedback explaining why it wouldn’t work.