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After a short troubled run FML is closing for good during May 2011. No new subscriptions are being accepted. A game that had huge potential has been repeatedly fatally fudged by its Dev team that lacked any real MMO experience. Part of me is sad to see it go, the rest is pleased to see it laid to rest. |
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4/14/11 1:31:37 PM#2
Originally posted by maxjam Huge potential according to whom? I'm not saying it was a bad game for the people that like that kind of thing, but rather wondering what size audience you feel there is that would gravitate toward that over their favorite fantasy football league, football pool or other football-related entertainment. Sandpark: The MMO gamer's way to say "I have no clue what I am talking about." |
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4/14/11 2:51:13 PM#3
**** today is a sad day for humanity. |
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4/16/11 12:09:40 AM#4
I played it for some months now but had ended my sub with end of this month. Lacking any deep managament options, forcing you to invest heavy amount of time to stay competetive, need to reinvent your teams tactic each season bcs of changes - never be able to have your team show a fingerprint setup regarding to playstyle therefore, lack of any good advertisement - reasons be a dozens why it was not successfull. Now they send the remaining and often very passionate/dedicated players a rather cold and short "Begone!" message...this gives a sad feeling!
Mechwarrior Online - A Thinking Person's Shoter |
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4/16/11 10:37:51 AM#5
The text of the Goodbye Letter: It is with great sadness that I have to today announce that Football Manager Live will be closing at the end of next season We’ve tried various marketing initiatives since the reset, including google advertising, mail shots to over 100,000 people who have declared interest in the game, as well as the constant advertising to people playing Football Manager 2011 via the in game advertising hoardings which have been very successful for the third parties who advertise in game, but none of them have seen a great upswing in new or returning users. The longer development went on, through alpha, then beta, then release, the feedback given to us was that this wasn’t what you, the customers, wanted from a subscription based game. The game kept moving away from our initial vision, and also from the business model and subscriber numbers we were expecting from what was meant to be a more mainstream online football management game. The MMO market has changed massively since we started working on the game. Very few subscriber fee games have survived, with many that started in this way switching to a free-to-play model. And with the way FML is, free-to-play just wouldn’t work within the design of the game. The key design decisions were made very early on in the project and at the time they made a lot of sense. None of us could have foreseen back then how much impact social games and free to play would have on the MMO market and we didn’t adapt quick enough to this. Decisions like only having each player available to one team naturally limited the amount of teams in each gameworld, as there are only a finite amount of good real players in the world, and limited demand for gameworlds without real players, particularly as one of the things that SI is best known for is it’s fantastic database of players put together by our global research network. Mechwarrior Online - A Thinking Person's Shoter |
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