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Originally posted by Brain-dead
I'm also not thrilled about the wait, but i'd rather them get the launch right and not have alot of people screaming "failcom". And i'm currently not playing anything waiting for CO (mostly because everything i've tried I havent liked). |
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I'm glad that they had the guts to pushed the release back. However, from the lack of feed back it didn't realy seem like it was going to be ready for a july launch; so then stupidthing is what made them think that it was ready in the first place. How hard is it toconclude if a game is ready for launch? I imagine pretty hard if the people in charge hardly play their own game. |
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I'm not in the Beta for CO, so it's hard for me to make a judgement about what this means, but I think we're going to start to see the current MMO development model collapse. Development is taking longer and longer, and the market means that new MMOs are less and less likely to be "successful" (however you judge that.) There's only so much time and money a company can invest into a game before they reach the point where no amount of revenue accrued from sales and subscriptions will allow them to break even. At some point, the escalating timescales and development budgets have to level out.
CO has a leg-up on most in that it's built on a modified version of a previous game, and I think that that's where the market as a whole needs to head. It's hard for a company to invest in both systems/engines and content, so I forsee a shift in the market towards a few companies creating engines or systems that they then on-sell to content builders. We've already seen this with systems like Kynapse and SpeedTree, and MUDs benefitted from the same general structure (though of course it's hard to draw close analogies between MUDs and MMOs.)
Ultimately, I think that'll be positive for the gaming market, and for gamers. Consumers will know that MMO X is built on the Sillyputty Engine, with content developed by the team from MMO Y with an IP license from film/book Z. That'll allow the development cycle to shorten, and for testing and bugfixing to be partitioned out-if you get a number of robust engines on the market, content developers only need to worry about holes in their story, not in their code. |
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