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9/11/12 4:34:56 AM#41
Originally posted by TrunksZ Is it a simple case that the $15 a month does not buy you an advantage - while other purchases do? That can either be taken bluntly (cause for some folks it is just that) or it could be taken in lines with the discussions folks have had regarding time vs. money. With the former, well - some folks just like to buy advantages. With the latter, well - that's about the folk paying $15 a month that can only play a couple of hours vs the guy that plays the game like a job for that $15. The guy that can only play a little does not stand a chance of keeping up with the other guy - if that guy feels the need to keep up. In many F2P games, that time issue can be overcome by throwing money at the game. It presents an equalizer of sorts. It's generally about who has the advantage - because either side would be lying if they were to say it did not exist. Folks either have time or they have money (yes, some folks have both). I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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9/11/12 4:44:47 AM#42
Originally posted by Zikari The Secret World is Ragnar's creation. It's his baby and he's been working on it since way before development of AoC even started. The Secret World is basically the continuation of his Longest Journey / Dreamfall games. So while it sucks the Lead dev is gone (as he is responsible for the technical design of the game systems). He was still only materializing Ragnar's vision. So as long as Ragnar stays on the helm, it's no problem to have a new lead dev step in and continue working on Ragnar's vision / roadmap.
Now... if Ragnar would leave the team.... yeah... then I would start getting worried too. |
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9/11/12 4:47:16 AM#43
Isn't ragnar tornquist the lead designer, with Martin brusgard and Joel bylos as the next level of management.
Anyway, this looks bad for the game. No chance of pvp getting fixed for instance, as Martin seemed to be the only one to get pvp. I expect tsw to do an Aoc and mutate into a YABRG* * yet another bloody raiding game. |
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9/11/12 4:47:36 AM#44
Something to keep in mind while discussing Martin leaving is that he did not choose to leave. He was part of the Oslo layoffs.
I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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9/11/12 4:48:58 AM#45
Originally posted by JeroKane Not everyone realize this "truth" to F2P games. Even if some realize this already, they're banking on the possibility that they won't be spending as much as subscribing monthly. Bottom line is the price barrier to entry is gone for F2P games. There's a possibility that you spend more, but it's up to you if you want to. I for one plan to try SWTOR out when it goes F2P. I don't know yet if I will like it enough to buy stuff from their store, but I will play. It simply opens up that possibility. I also played Champions when it went F2P. I bought a costume pack. EDIT: I'm not saying TSW should go F2P. Personally if it went F2P I still wouldn't play it untill they changed the animations. |
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9/11/12 4:49:32 AM#46
Originally posted by JeroKane This is such nonsense. I spent about 50€ on AoC because I bought packs to unlock dungeons and classes. I never got beyond level 44 but I don't regret buying because I know, should I go back all the things I bought will still be there. I would have never bought anything or even tried the game if AoC had sticked to the subscription model.
Now tell me that the 100k subscribers of TSW are the majority and the millions of people like me, jumping from game to game, buying stuff from the cash shop, are the minority. |
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9/11/12 4:57:29 AM#47
Originally posted by Dakeru You're one person. Not sure why you're speaking for millions. Wouldn't it be better to see if you can't find the actual numbers from a given company about how many of their players spend more than $15 a month in the various RMT shops...and then if those folks are actually in the majority - bring that up. Othewise, even though what JeroKane said - while it might be an overgeneralization - would still apply to the majority. I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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9/11/12 5:00:51 AM#48
Originally posted by VirusDancer Cause TSW has 100k subscribers - so where is the rest? Are you really saying TSW is earning Funcom a larger revenue than AoC? |
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9/11/12 5:11:11 AM#49
Originally posted by Dakeru Why would I really be saying that - when I did not say that at all? You spoke for millions of people. You're not millions of people. You're you. Just you. You can't speak for millions of people. Perhaps you've gotten feedback from some friends - so yeah, you can pass along what they've said and done. That's not going to be millions of people. You can't speak for millions of people. That's something I really said. It's up there - you even quoted it. So rather than suggesting that people spending money in the cash shops are in the majority, would it not be best to get the numbers from the company on how many folks playing the game are spending money in the cash shop? What JeroKane said was not about how much is being spent in the cash shop, but rather it was about the number of players spending money in the cash shop. Say you have three players. One of the could spend $50+ a month in the cash shop, and the company would generate more revenue than if they had three subs...but that's only 1 out of 3 players. That's a minority. Of course, this is just a random example. I still say it would be best to get the actual numbers from the company on what percentage of players spend money (more than $15, given sub cost) in the cash shop each month. If the percentage is larger for those that do than those that do not...tada, you've got a majority. Otherwise, you do not. Without something like that, you can't say that millions of players are spending money in the cash shops. It's just a made up number. Pointless. That's something I really said. It's up there - you even quoted it. My talking about TSW vs. AoC revenue? Um... something else you made up? edit: I'm being plagued by typo demons...arrrrgh! I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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9/11/12 5:27:38 AM#50
Withought quoting all that again. You even just pinpointed why f2p is a better model for revenue than subscriptions. You have a very large potential number of players and a few of them will spend enough money worth several subscriptions. The point here is that people will not just shy away because they don't want to pay a monthly fee for a game they might not even like. So f2p leads to more players ingame which leads to more players buying stuff because the servers won't appear as empty.
And yes I do speak for millions because I don't want to pay a monthly fee and then worry that I might be too busy with work and Uni to even make any use of my money. Now tell me that this simple logic is hard to grasp.
Funcom had already adapted to the modern market with AoC. Why they tried subscriptions again on TSW just to lose 80% share value and to fire half of their staff is beyond me. |
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9/11/12 5:31:39 AM#51
Originally posted by Dakeru Someone posted an interesting buch of statistics from a ftp game on how many people actually went to the store and spent cash on DLC. I can't remember the exact stats but the vast majority of players didn't spend much time on the game, left and never came back online again after under 6 hours of playing. A smaller percentage played regularly but never spent money, while a larger % spent some money, around $5. but the top 10% of players, mostly hardcore PvP spent on average $50 a month with the top 1% spending something around $300. The only stat that really shocked me was the last one. To be honest, I tend to stay away from ftp games, I just don't like the idea of exclusive items apearing into a virtual world because you pay real money for them. A game loses it's integrity in my eyes when things like that happen. I don't mind so much vanity items or character transfers name change etc. But doubt XP, higher loot drops, defence and attack buffs or special weapons just cross that line for me. |
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9/11/12 5:45:42 AM#52
I'm really sorry to hear that. I remember Martin from many TSW videos i saw. I sound really down to earth and just a normal gamer. Look like a cool, nice guy. I hope he stays well. Best of luck to him. As far as TSW, well it's no secret it's not doing very well. And i don't think F2P will cause much changes. The problem this game faces is simply that it didn't recover the production cost. If i'm correct, it was around 50 million, the "standart" for mmorpgs. If you can't even get out of the red zone from launch, then it's quite bad. The problem with turning F2P is that they lose the mandatory box price and the sub. They also already have cash shop in place. I think doing the switch would only hurt it. Yes, more people would definitely play it, but how many would actually waste any money on it? That's the danger of CS dependancy. It may turn out good or bad. Also, while some mmos are doin great with this model, many are completly failing and in the red. Sad, because i think TSW has some unique, innovative features. |
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9/11/12 5:45:53 AM#53
I don't think tsw not selling has anything to do with subs.
To me its - dungeons apart, Aoc being a very mediocre game with a terrible launch And swtor being the prior example of a game with story and people thinking tsw would be a simmilar spoke hubs and corridors experience. Another problem is 2008 pvp, not 2012 to compete with gw2 and ps2, they misread the trend towards pvp in huge areaswith minimal impact from gear, and went with some sort of half way point between lake |
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9/11/12 5:47:59 AM#54
Originally posted by Dakeru
I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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9/11/12 5:48:33 AM#55
> lwg and a daoc bg. It is fully persistent, but the silly quests made it feel like it was on a timer like lwg.
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remyburke
Hard Core Member
Joined: 7/03/04
I liked MMOs better when gamers didn't play them, and just geeks did. |
9/11/12 5:54:58 AM#56
Originally posted by Nitth Because most people aren't very bright, and think that F2P is actually cheaper than paying $15 a month and be able to EARN everything in game. F2P is an illusion, and you will eventually have to start paying in a F2P game if you want to compete at a high level or do everything the game has to offer. Funcom made the mistake of double dipping, which is sort of a turn off for me. I love the sub model, but many people hate it now. I don't get it. Playing: GW2 and DayZ
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9/11/12 5:54:58 AM#57
It just proves low / medium created mmo's with aburd box + sup + cash shop aint going to survive anymore. Buy to play would have been much better gamle for Funcom, but people alrady knew what was comming from Funcom so it would have been a rough time anyway for them. http://speedtest.net/result/2112016336.png |
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9/11/12 5:56:37 AM#58
They should get rid of the box price so people try it. As I'm sure there are people out there who would like the game, but don't want to get stung with an entry fee following funcom prior 2 games. Tsw is in a much better state than Aoc, can't speak for tera, but launch wise it went better than other recent mmos - swtor, gw2. They seem to have git their act together on the bug front.
I think for instance, people who stuck with swtor for a few months would love tsw, ad it does everything swtor does with story and what have you but better, while also being an actual mmo where you can meet other players, run group content that isn't licked away in instances and experience a living world (shock horror - day night cycles, weather and npc ai) |
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9/11/12 6:05:34 AM#59
Another thing.
What the hell did EA do to justify their logo plastered all over the box and loading screen. |
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9/11/12 6:10:57 AM#60
Originally posted by ShakyMo Same thing that most co/publishers do... I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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