I agree. BYTRO should not act against their wallet.
The question is... are they currently doing that? Are they leaving money on the table?
Only their internal data and a bit of experimentation will tell. Humor me...
For simplicity, let's image there's three types of players willing to pay for the game.
A. Big Spender. Player would spend $100 per month
B. Medium Spender. Player would spend $50 per month
C. Small Spender. Player would spend $20 per month
Now let's image what the breakdown is for 100 new players for game as it is. Where do they fall? And how long are they willing to pay?
Here's a made-up scenario show how much BYTRO could make on 100 new players.
A. Big Spenders = 1 player x $100 month x 6 months on average = $600
B. Medium Spenders = 4 players x $50 month x 6 months on average = $1,200
C. Small Spenders = 6 players x $20 month x 2 months on average = $240
X. None Spenders = 89 players x $0 month x 2 months on average = $0
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SPENDERS = 11 players = $2,040
AVG $ PER SPENDER = $185
Now, let's image this new "Pure Strategy Mode" feature creates a Strategic Spender category. Yes - it lowers revenue from some current spenders, but it also adds new spenders. New spenders who stick around longer...
Here's how that new scenario could play out for a 100 players.
A. Big Spenders = 1 player x $100 month x 6 months on average = $600
B. Medium Spenders = 3 players x $50 month x 6 months on average = $900
C. Small Spenders = 4 players x $20 month x 2 months on average = $160
D. Strategic Spenders = 6 players x $20 month x 6 months on average = $720
X. None Spenders = 86 players x $0 month x 2 months on average = $0
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SPENDERS = 14 players = $2,380
AVG $ PER SPENDER = $170
If data and experimenation hold to these scenarios to be true, BYTRO can make $340 more per month (16% increase in revenue) and gain 6 very strong advocates for the game. Those advocates are also much more likely to recommend the game... which should further compound their revenue gains.
Again, that's a win for everyone.