The Secret World is in work. That is definately a 'niche' to be filled. I suggest you should check it out. Maybe that could stir your interest & perhaps make you a little hyped
Interesting how EVE is considered niche, when it started off several years ago as such, but brought some of the best dynamic and organic robust game-play and completeness of content to the market, it flourished and now it bests most AAA Mainstream mmo's on consistently sustained subscribership.
I guess it makes the question of the OT a moot one, if a studio like CCP understands the afformentioned..
This.
Back story is back story: totally irrelevant. What matters is the gameplay, not the fluff. And WoW already has Steampunk covered anyway with the gnomes. Okay, Steampunk light. A steampunk WoW-be game attract some people who are bored of whatever EQ clone they are currently playing same as every other EQ clone does.
It can succeed if it is built on soul versus profit motive! For example, I don't want to buy music because it sells more; I want to buy music that has soul and is real, not some flavor of the month!
I think there is a general misunderstanding of 'niche' as synonymous with 'indie', as originally posted by lizardbones in this thread
From Dictionary(dot)Com Niche - (3) a distinct segment of a market. (5) pertaining to or intended for a market niche; having specific appeal: niche advertising.
If we frame the discussion in terms of 'niche' representing 'non-mainstream' - in MMORPG terms, fantasy setting PvE is the mainstream - I believe that niche games can be successful both in terms of both subscriber numbers as a measure (think Eve Online) and in turning a profit. The key drivers - in my mind - are:
1. is there a demand for the game (potential size of market segment)
2. does the game do anything differently from its rivals
3. is the game any good
4. the resources available to the developers, and
5. the attitude of the developers
So, are we really talking about 'niche' (as in a particular market segment), or talking about indie developers? IMO, it boils down to a combination of 'mainstream' (fantasy setting PvE in MMORPGs) vs non-mainstream, and the size and resources of the developers. Hence, why I believe that the majority of releases are all extremely familiar because of the reason stated by Inkpuppet in this thread:
There are very few corporations that do it for other reasons. It's a concept of a fiscal nature most likely and not something designed to annoy their client base. Companies have stock holders, investors, promise of profit enough for other projects, investments, and of course bonuses. One can't really just blindly lash out at the very game that gives you enjoyment for seeking other methods of revenue.
Don't get me wrong, I am all for speaking ones mind at any point to make statement. But not many of these will post customer service results to their stock holders instead of quarterly financial results. The ones that invested in this game, want return on the investment. The gamers want to believe that their game is different and will reward the hard work spent on line without giving the farm away to the casual gamer. They have learned the casual gamer is easy money and that will continue that way until interest in the MMO genre by the casual player dies off.
annotations my own
FWIW, I am now (and for the next few years) a casual gamer in terms of my time - not in terms of the type of games that I like (currently playing Ryzom, after many years of procrastinating).
"If you think I'm plucky and scrappy and all I need is love, you're in way over your head. I don't have a heart of gold or get nice. There are a lot nicer people coming up. We call them losers."
Originally posted by Riotgirl I think there is a general misunderstanding of 'niche' as synonymous with 'indie', as originally posted by lizardbones in this thread
From Dictionary(dot)Com Niche - (3) a distinct segment of a market. (5) pertaining to or intended for a market niche; having specific appeal: niche advertising. If we frame the discussion in terms of 'niche' representing 'non-mainstream' - in MMORPG terms, fantasy setting PvE is the mainstream - I believe that niche games can be successful both in terms of both subscriber numbers as a measure (think Eve Online) and in turning a profit. The key drivers - in my mind - are: 1. is there a demand for the game (potential size of market segment) 2. does the game do anything differently from its rivals 3. is the game any good 4. the resources available to the developers, and 5. the attitude of the developers So, are we really talking about 'niche' (as in a particular market segment), or talking about indie developers? IMO, it boils down to a combination of 'mainstream' (fantasy setting PvE in MMORPGs) vs non-mainstream, and the size and resources of the developers. Hence, why I believe that the majority of releases are all extremely familiar because of the reason stated by Inkpuppet in this thread:
There are very few corporations that do it for other reasons. It's a concept of a fiscal nature most likely and not something designed to annoy their client base. Companies have stock holders, investors, promise of profit enough for other projects, investments, and of course bonuses. One can't really just blindly lash out at the very game that gives you enjoyment for seeking other methods of revenue.
Don't get me wrong, I am all for speaking ones mind at any point to make statement. But not many of these will post customer service results to their stock holders instead of quarterly financial results. The ones that invested in this game, want return on the investment. The gamers want to believe that their game is different and will reward the hard work spent on line without giving the farm away to the casual gamer. They have learned the casual gamer is easy money and that will continue that way until interest in the MMO genre by the casual player dies off.
annotations my own FWIW, I am now (and for the next few years) a casual gamer in terms of my time - not in terms of the type of games that I like (currently playing Ryzom, after many years of procrastinating).
NO. No, No, no, no, no no nononononononono! You're doing it all wrong. You do not clarify issues here. You're supposed to argue with someone, whether you actually believe the point of view or not. That's how you do it. If you don't have a point of view, make one up.
Geez. Newbs.
I can not remember winning or losing a single debate on the internet.
Comments
The Secret World is in work. That is definately a 'niche' to be filled. I suggest you should check it out. Maybe that could stir your interest & perhaps make you a little hyped
Make us care MORE about our faction & world pvp!
This.
Back story is back story: totally irrelevant. What matters is the gameplay, not the fluff. And WoW already has Steampunk covered anyway with the gnomes. Okay, Steampunk light. A steampunk WoW-be game attract some people who are bored of whatever EQ clone they are currently playing same as every other EQ clone does.
It can succeed if it is built on soul versus profit motive! For example, I don't want to buy music because it sells more; I want to buy music that has soul and is real, not some flavor of the month!
I think there is a general misunderstanding of 'niche' as synonymous with 'indie', as originally posted by lizardbones in this thread
If we frame the discussion in terms of 'niche' representing 'non-mainstream' - in MMORPG terms, fantasy setting PvE is the mainstream - I believe that niche games can be successful both in terms of both subscriber numbers as a measure (think Eve Online) and in turning a profit. The key drivers - in my mind - are:
1. is there a demand for the game (potential size of market segment)
2. does the game do anything differently from its rivals
3. is the game any good
4. the resources available to the developers, and
5. the attitude of the developers
So, are we really talking about 'niche' (as in a particular market segment), or talking about indie developers? IMO, it boils down to a combination of 'mainstream' (fantasy setting PvE in MMORPGs) vs non-mainstream, and the size and resources of the developers. Hence, why I believe that the majority of releases are all extremely familiar because of the reason stated by Inkpuppet in this thread:
annotations my own
FWIW, I am now (and for the next few years) a casual gamer in terms of my time - not in terms of the type of games that I like (currently playing Ryzom, after many years of procrastinating).
"If you think I'm plucky and scrappy and all I need is love, you're in way over your head. I don't have a heart of gold or get nice. There are a lot nicer people coming up. We call them losers."
FWIW, I am now (and for the next few years) a casual gamer in terms of my time - not in terms of the type of games that I like (currently playing Ryzom, after many years of procrastinating).
NO. No, No, no, no, no no nononononononono! You're doing it all wrong. You do not clarify issues here. You're supposed to argue with someone, whether you actually believe the point of view or not. That's how you do it. If you don't have a point of view, make one up.
Geez. Newbs.
I can not remember winning or losing a single debate on the internet.