Very good insights, Sir Mike. I was particularly struck by the following:
I will only reiterate though that for-pay add-on aircraft besides just 2 single seaters should be seriously reconsidered by the developers. I think that for what you pay initially, you should at least get a handful of aircraft to start with instead of just 2. Now if beyond a handful you want to charge, fine.
This started me wondering exactly how the ROF business model would work in the long term. The game shipped with two flyable aircraft. Now, I'm no WWI aviation fanatic but I can name off the top of my head at least 20 other aircraft that would be needed for just a reasonably complete late war planeset (Fokker DR 1, Nieuport 28, Nieuport 17, Albatros (several models), SE 5, Camel, Snipe, Dolphin, Bristol, Pfalz, Spad XI, Fokker D-8, DH 4, DH 9, Gotha, Handley Page, Halberstadt, Rumpler, Breguet, Caudron).
Let's say that each additional plane is priced at $2 (which, based on postings here, most people would seem to consider a reasonable price). The total cost for a game with a complete planeset for someone who bought the initial game is $89.
Now, is someone who is thinking about buying the game further down the line when these planes are all introduced really going to want to pay
$89 up front for a flight sim? If, however, the total cost is discounted for a later purchaser, how is this going to sit with the original purchaser who has in fact shelled out $89 over time, in addition to buying a game that is very much "a work in progress" (to put it politely) in order to support its further development?
I realize that IL2 went through something of the same process with its series of additional releases, but WW2 seems easier to parse into different pieces (Europe vs. North Africa vs. Pacific, etc).
I don't pretend to know the answer to this question, but it will be interesting to see how it plays out. NeoQ has certainly bitten off quite a bit, with a brand new DRM scheme and a brand new business model.