I’ve been giving the new SKINR tool a lot of thought, and in particular, the trade of player-created SKINs. It seems like CCP is betting heavily on the forthcoming Paragon Hub market to be a vibrant place to sell and distribute player-created SKINs. But my prediction is that the Paragon Hub (as it has been shown and described so far) will fail as a marketplace. I’ll explain why I think that, and offer a solution.
For starters, I think there will be a shortage of sellers on this new market. I’m guessing the vast majority of players will use the SKINR tool to create SKINs for their own use, and not to create SKINs to sell. Why? A number of reasons:
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SKINs are highly subjective. You may hate what I think looks cool and vice versa. This is really the SKINR system’s raison d’être. We all want something that’s just right for us.
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Cost to produce. SKINs are expensive to sequence, and particularly en masse. If you’re thinking about creating SKINs to sell, you’ll be risking a big investment of PLEX to create a marketable product.
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Hull demand. You sequence a SKIN for a specific hull. This means designers who want to sell the most SKINs will target the most popular hulls, to the neglect of others. And what’s popular is likely to be a moving target, which leads to speculation and risk.
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Thin margins. Every SKIN for sale on the Paragon Hub will have a floor and ceiling price, and profit (if any) will lie somewhere between those two boundaries.
The floor is cost of the components and PLEX to sequence the SKIN + 30% (to cover CCP’s cut). Selling below this price would be unprofitable.
The ceiling is cost of components plus the PLEX cost to expedite sequencing. If a SKIN is priced more than that, why wouldn’t the buyer simply buy the components and sequence it themselves? Obviously, there is some wiggle room here for the convenience factor and for the case of rare components*, but that’s only going to push the ceiling so high. And with the lack of any kind of copyright mechanic, sellers will always have pressure from copycat competition.
* more on rare components below.
So margins will amount to the sale price minus 30% commission minus cost of components and sequencing. And my guess is, those margins will be thin.
That means if I’m a SKIN producer, I have to:
- Create a design I hope many people will like.
- Front load the time and expense of sequencing my product.
- Pick the hull(s) that are going to sell well.
- Price my SKINs so they are profitable, but still marketable.
All for very little profit. And given that many SKIN enthusiasts like to have the same SKIN on different hulls, to meet that demand, I have to leverage potentially thousands of PLEX to create SKIN lines to put on the market—only to hope they sell and I recoup my investment plus a profit.
On the subject of rare, limited use SKIN components that could be used to create potentially high-priced SKINs, why would a designer gamble that component by making a SKIN and hoping they get items 1-4 above correct? Why not just put the component on the market and sell it directly to someone who is willing to pay a premium to use it in their own SKIN?
A Solution
Here’s my proposal to fix the above problems with a player-driven SKIN market, and I think it’s simple enough to work:
Don’t make designers sell SKINs. Let designers sell designs.
What I envision is a system where a designer sits down with a palette of all the available SKIN components, they design a beautiful SKIN (or a whole line of beautiful SKINs), and then they put that branded design on the Paragon market. The designer sets the fee for the use of their design, and they get paid for every unit sold. CCP sets the actual price of the SKIN based on the components used plus the designer’s fee plus the company’s own commission. Under this model, the designer has predictable per-unit revenue and zero upfront costs, which will encourage designers to spend their time creating more beautiful SKIN lines.
When other players go to the Paragon market, they choose the design they want, select among the available hulls for that line, and then pay CCP to generate the SKIN. The sequencing time is the same, and if the buyer wants to speed it up they have the option. But importantly, the production cost is shifted to the end user in an on-demand model.
Under this proposed system, CCP still gets their PLEX, but they also get many, many more player-created SKINs for sale on the market.