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How to kill your MMO in 5 easy steps

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Comments

  • ArcAngel3ArcAngel3 Member Posts: 2,931


    Responding to the comment: "promise that the game will be a WoW-killer."  This might be covered in step 1: promise the moon :) 

  • EyeOpenerEyeOpener Member Posts: 1

    Originally posted by kaiser3282

    Originally posted by Bertiaux


    Originally posted by Kenaoshi


    good to have a insight from a very experienced game developer... oh wait, nvm.


    Those who can, do. Those who can't...criticize... 




     


    The problem is, most "experienced" game developers over the past couple years are severely out of touch with their potential & existing playerbase. You dont need to be a game dev to know the way things have been in a lot of games lately, especially the ones that get the most hype, just plain sucks. Very few companies/devs truthfully take on ideas/suggestions from their players. Usually they put on a front of listening, but then turn around and do the complete opposite of what 3/4 of their players request and wonder why their subscription numbers suddenly go to shit (see WAR for an example of that). It seems like as more time goes on we keep seeing more and more of this promising everything, usually when its just some fantastic idea on paper, but the features havent been implemented in any way, or if so they are severely broken. i dont think its out of line to ask that you actually advertise working features & content, rather than things that MIGHT make it through but usually dont. Of course nothing goes perfectly, and making mistakes is fine, but at least own up to your mistakes. If you promise a feature or content, and then for whatever reason it just doesnt work out, then be upfront and share it with the players expecting those things in a game rather than continuing to promise it and then afte rlaunch say "oh we're still working on it, but we already have your money so who knows we might not bother".


    I know it takes a lot of work and time and funding to really put together a great game, but i think most of us are getting tired of paying full retail price & subs for games that could barely have passed for being in beta phase a few years ago.Id much rather see a company thats hurting for money just come out and say "hey, we still have some work to do, but its going to be tough to get it all done without some funding so we are going to release with what weve got but...." and following the but would be some sort of incentive such as a slightly lower sub rate (at least temporarily) for players who buy it right away, or some special items or something, anything besides "Pay me full price for half a game and then stfu and dont complain about how much is wrong with the game".


    If a game had a great idea that had me interested in it, i would have no problem supporting them somewhat with a partial release of agame, so long as they actually called it that and treated it as such. And ffs stop calling your games original and revolutionary when its nothing more than WoW in a new skin, especially games that have already existant IPs (which would mean theyre not original, theyre just taking a story thats already there and turning it into a game), and then put that IP into a WoW template and try to claim its some original revolutionary wowkilling supergame. Games will not see great success without a decent amount of originality and new ideas, they will just be seen as WoW clone #XXXXXX.


     Take every thing you just said, and apply it to your government. It doesn't matter where you're from, they're all the same. Let the thinking begin..


    Now how do we defeat this? Change it? Could the strategy be the very same that we all know, but fail to follow through with when it comes to the gaming industry? There are a lot of lessons in life, but always remember, the biggest lesson is.. It all begins with one. It just takes a few souls willing to break free and shout it loud. I'm not going to take it any more! Want change? Stop supporting the hand that bitch slaps you, and bite it off!

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