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8/25/09 10:24:07 AM#21
Originally posted by Rabenwolf
Way to fail. MT in Champions is focused on "cosmetics" only. Some costume pieces, maybe an aura or more. Nothing at all that directly affects the in-game mechanic or playable content.
Yes, I have anger issues. They taste like chocolate bunnies. |
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8/25/09 10:28:42 AM#22
Originally posted by smugglapro I thought I read that there may be some minor non-cosmetic MT stuff that could also be unlocked through game play. Stop crying in my beer. |
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8/25/09 12:04:46 PM#23
"...but really the focus is on having things that are fun, cosmetic or are things that are more account-wide and maintenance based." Taken from an interview on TenTonHammer over Microtransactions.
Yes, I have anger issues. They taste like chocolate bunnies. |
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8/25/09 1:46:20 PM#24
Originally posted by smugglapro
Way to fail. MT in Champions is focused on "cosmetics" only. Some costume pieces, maybe an aura or more. Nothing at all that directly affects the in-game mechanic or playable content.
"WAY TO FAIL". I recommend reading the post I am responding to next time. The user recommended a billing model that sold pieces of the game, such as levels, individually.
Again, learn to read before posting next time.Seriously! It will save you a lot of embarrassment. =) ) |
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8/25/09 3:26:01 PM#25
Originally posted by Rabenwolf
"WAY TO FAIL". I recommend reading the post I am responding to next time. The user recommended a billing model that sold pieces of the game, such as levels, individually.
Again, learn to read before posting next time.Seriously! It will save you a lot of embarrassment. =) )
Piss off,chief. How about you eat a bowl of crow before you sling weak ammo at a poster around here. YOU were talkning about how it's a good idea to do MT like GW's model.
Fact is, CO's model is NOTHING LIKE THAT CHOWDERHEAD. You spoke exclusively in that post I quoted around "content"-based MT. CO's model doesn't sell content like levels or gear. It's for non-mechanic items. Costumes, symbols, etc, etc.
SO...go have a Coke and a smile, and fuck off.
Yes, I have anger issues. They taste like chocolate bunnies. |
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8/25/09 3:31:05 PM#26
Quote from Bill Roper: "* The vast majority are aesthetic items, such as costume pieces, action figures, emblems, etc.
Please tone down the fanboy and admit there will be items with in-game effects in the cash shop. Roper made no allusion to how difficult these items would be to obtain in the game through play, so speculation isn't going to solve anything. The point is they will include items with game effects.
Edit: source material quoted from Ten Ton Hammer - www.tentonhammer.com/node/71317 |
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8/25/09 4:12:01 PM#27
Originally posted by smugglapro
"WAY TO FAIL". I recommend reading the post I am responding to next time. The user recommended a billing model that sold pieces of the game, such as levels, individually.
Again, learn to read before posting next time.Seriously! It will save you a lot of embarrassment. =) )
Piss off,chief. How about you eat a bowl of crow before you sling weak ammo at a poster around here. YOU were talkning about how it's a good idea to do MT like GW's model.
Fact is, CO's model is NOTHING LIKE THAT CHOWDERHEAD. You spoke exclusively in that post I quoted around "content"-based MT. CO's model doesn't sell content like levels or gear. It's for non-mechanic items. Costumes, symbols, etc, etc.
SO...go have a Coke and a smile, and fuck off.
Please refrain from vulgar and childish comments like that. The fact you are not quoting me says you didnt read what I said nor the topic. You jumped the gun and acted out of line. You did not read the two posts before commenting and assumed you knew what was said, followed by your flaming. There is no excuse for that type of behavior. |
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8/25/09 5:58:29 PM#28
Back at ya' putz.
From Jackalope, CO Forums...this page. "Default Microtransactions?! 1) Microtransactions enable us to have a larger development team
Ergo, they might as well not be selling them in the eyes of those that can't/won't partake of MT. Ergo, them being sold in MT has ZERO effect over game mechanics. Also, way to ASSUME, chowderhead. Sure, I can admit a mistake in presentation, but trying to assume I didn't know squat about what I'm talking about? ...way...to...fail. As the majority of the player-base isn't likely to partake of MT when they can simply get it for no extra charge by playing the game, then the only substantially impacting sale-items will be the NON-game mechanic items.
Yes, I have anger issues. They taste like chocolate bunnies. |
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8/25/09 8:27:07 PM#29
Okay, great. Now you two are done I will repeat my prediction: This game will have trouble retaining subs and a community. Players will play and subscribe for 1 - 2 months and then be 'finished'. That is bad for the community. I'm not saying the game will die. It's a fun game - so there will be new people coming in to replace the ones that leave but the population will not grow like a MMO population should. So, there needs to be a way to incourage people to stay - or rather not to leave when they are 'finished'. I tried playing Real Life but the graphics sucked, the community was annoying too. |
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8/25/09 9:55:00 PM#30
Originally posted by Gyrus
Thats exactly the point though isnt it? it would be good for the developer and publisher, not necessarily the consumer. By getting them to buy the game in pieces, you essentially take advantage of the consumer, assuming the consumer is dumb enough to shell out more for less content. Do you not see, by subscription, the developer has to actively seek and design a game that will offer more rather than less. Selling pieces of a game means they can get away with less and not have to keep the more. The games you mention are not really examples of success in my opinion, since we are talking two different target audiences here, two different levels of budgets, and essentially are worlds apart. What works for toy projects like those will not necessarily work in the "professional" arena. |
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8/26/09 1:58:51 AM#31
Originally posted by Rabenwolf
I tried playing Real Life but the graphics sucked, the community was annoying too. |
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zachdude
Novice Member
Joined: 6/18/08
"Only the dead have seen the end of war." - Plato (427 BC - 347 BC) |
8/26/09 2:57:44 AM#32
Did you try the Apocalypse PvP mode? |
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8/26/09 7:31:51 AM#33
Originally posted by Gyrus
Games that are made for long term play gain the most from a normal subscription based model. Stores can sell subscription cards to those without need of credit card for minors. It also puts everyone at the same level of fairness in opportunity, which is one of the most important factors for any grade A mmorpg. Business model also directly reflects the design direction of a game, keep this in mind. Selling game pieces has a negative effect on game design as well as the possibility of longevity and quality of the product. Also keep in mind that servers cost money to maintain. In order to maintain servers and have the best server options, a predicable number of active subscribers is better than an unknown number of players that might or might not log in after buying just one piece of the game.
You mention that WAR, AOC and the like failed. It had nothing to do with the business model. In fact, those games were high budget titles that were riddled with individual problems, from game design issues to bugs. AoC had high system requirements, and WAR if designed right could have been a great title. Both fell short on their game design and quality of releases. WoW is still dominating the market with most of those subs. Wizards 101 is targeting a completely different target audience, its really a junk title. These have been going on in Korean for years and what you see is the westernized version of it. Think of them as the low budget B... or rather C ranked films. Their designs are based soley around the business model. NEVER THINK THATS A GOOD THING for the consumer. A good game developer would be appalled at having to design a game around the business model rather than have their unlimited creative and design freedoms. Its hard to explain this to you i suppose... perhaps you need to be in the industry itself to understand what Im talking about.
Add: Again i just want to stress the target audience of these titles. The link you provide to Wizards 101 is geared towards the child, their subscription is a "family plan". This product is designed to keep children entertained, somewhat similar to sony's freerealms. They are in the same market as the toon town by disney. The target audience is very important part of their business strategy. Look people spend millions on accessories for their dogs (costumes, goggles/doggles, goodies)...ect just because it works with a group of dog lovers doesnt necessarily make sunglasses for dogs a smart idea, or dog hats, or dog jewlery...ect Its just that, business.
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8/26/09 7:49:44 AM#34
A decent review, although I cannot understand how you can claim there is a good variety of quests, the words may change but the mechanics are severely limited and repetitive do X of Y variants, moreso relentlessly so than any other mmo I have played. Add to that the fact the the world we quest in is badly organised and full of immersion and involvement breaking intrusions, its as if they just ran out of steam or imagination. |
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8/26/09 9:02:32 AM#35
Originally posted by Rabenwolf
I tried playing Real Life but the graphics sucked, the community was annoying too. |
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8/26/09 10:09:45 AM#36
Gyrus, the hypocrisy in your rely is so thick i could swim in it. On numerous occasions you purposefully misinterpret my comments. I am not sure why you feel the urge to do so. Furthermore I never once claimed that everyone was going back to WoW. It has however been a constant title players can go back to if given the choice, furthermore WAR's target audience was focused on WoW's pvp junkies.
I also explained what I meant by a junk title. I hate having to repeat myself, not because I do not mind but rather it seems like you just dont care what anyone says to you. By being so rooted in your own "concept" you become ignorant, at least thats how I see it. Thus this repetition of explanations becomes pointless, since you already are going to dismiss anything said to begin with. I would however like to recommend you look into such titles like Wizards 101 that have long ago appeared in South Korea, furthermore the trend of these style games targeting kids in the western market. You really should educate yourself on this matter before assuming you are already the top authority on this kind of subject. I told you I did look at the link, and it shows a business plan targeted at the parents of children who play those games. They are competing with the likes of toon town games, such as Freerealms, and other such products. Inherently the design of the game is completely different as they are designed around the business model itself. For some reason you cannot grasp this simple concept. You think that selling pieces of CO separately is a good idea for champions, i disagree and explained why. Are you suggesting the actual title be given out for free? You have to look at it in the correct and professional perspective. Box sales are important for these types of titles, especially for consoles. You would not be able to sell pieces of the game out in addition to that and expect success. I cant fathom why you choose to remain so "elitist" while calling me the same. You seem to equate high profit margins as good game design. That is ridiculous. A company can have a low quality game with low production costs and target a large easily exploitable pool of people for high profit margins. This has no correlation with good game design. Again the business model is what designed the game, the business is in making money, not necessarily a good game. If you have ever worked in the film industry (as i have) you would see there is a conflict between producers and directors. Where the director would focus more on the quality of what they create, the producer is looking and theorizing how to maximize profits. This is why you see many large franchise titles, such as Dragon Ball, recreated by the producer in an attempt to make more money, over a director who would stay true to the franchise itself. Bad products are a result profit focused producers who dictate design based on their profit schemes. Just how it works. I like how you automatically dismiss the idea that I have professional links to this industry, or even a skill set focused on this very topic. That is ignorance within itself to assume that only "hobbyist" will use game related forums. Your attempts at elitism and belittlement are noted, though it seems to have been a wasted effort. Please keep in mind your final comment is immature and disrespectful to someone who is taking the time out to have this discussion/debate/dialog (whatever you may call it) with you.
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8/26/09 10:26:57 AM#37
Originally posted by Rabenwolf
You have no idea what you are talking about. But don't believe me... read this. Should have checked to see who designed the game as I suggested. I tried playing Real Life but the graphics sucked, the community was annoying too. |
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8/26/09 10:45:57 AM#38
Originally posted by Gyrus
You have no idea what you are talking about. But don't believe me... read this. Should have checked to see who designed the game as I suggested.
Do you honestly believe that he would say anything other than the usual rhetoric in an interview? No offense but the whole purpose of the interview is to create a pretty image in which to attract positive attention. I dont think you can keep a straight face and say "the business model did not affect the game design process". |
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