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Velociryx
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of Candle'Bre
Apr 1999 time: 05:24
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And this particular CEO is glad to hear it!
To take that a bit further, and explore what else might lay along that road, allow me to think out loud a bit:
Might it in fact, be entirely possible to GIVE the initial product away, or charge such a rediculously low price for it that the game almost can't help but attract a significant following simply on the basis that you're not risking a lot in your initial outlay....then, if you find that you really LIKE the game, there's always the option to enroll in the "continuous development" program, which also comes with dedicated MP servers, and possibly even a massivily multi-playing arena?
This basic model has all sorts of juicy advantages....for the business, said company would have a nice even cash flow, and be particularly resistant to the quarterly sales balloon. For the users, they would be providing the *mechanism* (money) for the game's continued attention and development, and have a forum where their views and opinions on the future direction(s) of the game were not only listened to, but actively solicited! Subscribing players would, then....truly be a part of the ongoing LIFE of the game itself! That's the kind of thing that can keep a game's shelf-life going far, far longer than simply relying on fansites and the mod community, because at that point, the fan sites and the mod community are working WITH the company direct!
That's huge.
That's bigger than huge.
Now....some companies will, no doubt, attempt to ratchet up their monthly fees, charging separately for each title, and that's doable. If the game is particularly compelling, that may even be NECESSARY, simply to keep it from hogging up all the company's server resources and the like. But I predict that an outgrowth of the model will be game families....sets of games that you get continuous upgrades to for that same basic subscription fee. Again, thinking long term, it's the only way to go.
Once a game reaches maturity, you don't need a full-time, completely devoted STAFF of coders working on improvements, and so the staff will naturally turn to other projects.
Having a second, third, and possibly even fourth title all tied to that same basic subscription fee will not only add value to the company's "pay" site, but it will also draw in an ever-increasing number of players TO the site.
Again, the goal isn't to make a Q4 killing, but to get an ever-increasing number of actively involved players with a vested interest in the game.
I suspect you'll see a bit of both, actually. "Families" of product tied to the same site, and smash-hits being on dedicated server farms, and requiring a separate subscription.
We'll see....
-=Vel=-
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Maquiladora
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quote: Originally posted by notyoueither
The problem is with MP. If you MP on the internet, then you can get patches. No?
I really can't see the logic that patching an MP game is unacceptable. I have a hard time seeing patching or updating anything to do with computers as unacceptable. It happens all the time, and with things more critical than the functioning of a game.
The bottom line is that consumers are driven partially by price. Well, when you push the producers too far... they will figure out how to use the internet to reduce development costs, in general. |
Ive seen posts here from people complaining about excruciating lag in LAN games out of the box. What about those people?
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notyoueither
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of naught
Aug 2001 time: 22:24
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quote: Originally posted by Spock
NYE ...I see no problem with patching a MP game....IF...we had only bought a MP game. Both Civ3 and Ptw has bugs and playability issues straight out of the box...in MP as well as SP. As a consumer relations manager for Wally world...I have seen anywhere from 75 to 100 returns on games in the last year(not just IG games...the problem is more widespread) I hear the same thing over and over..."it doesn't work right". I take the time to explain about patches...where to find them etc.... some are happy with that...others demand a refund....cursing me out(like I made the game) saying how they shouldn't have to "fix it". I agree with them....if IG is not delivering what they promise out of the box, then they are short-changing the consumer...sure patches make the world go around...but not everyone has internet nor should we as consumers be trod upon by companies who say "we'll patch it later".
Once again...for the record..I am very pleased with Ptw(even if I did have to patch it)...but I ask...how many copies have already begun to collect dust...how many people will I not meet and enjoy their company in one of the MP rooms because of a company that wanted to "reduce development cost" ??? |
What you describe is endemic in the entire industry. Hardware and software. I work on the hardware side. I have countless things returned every week because 'they don't work' with the clients computer. Hey, I take it back and get them into something that will work.
It would be better if this did not happen so much, but part of the problem is that there are millions of possible combinations of hardware, os's and apps (probably billions or trillions, actually). Therefore you will see combinations that do not work. So I am used to it, as are many others.
Then again, there are releases that are particularly troublesome. PTW was like that. 1.01 could work, but too many people had too many problems making it work. 1.04 was better, but far from perfect still. 1.14 is starting to get there. The thing is not done yet though, I hope.
1.04 was out the day the boxes hit the shelves. 1.14 came out within 6 weeks. I wish it were not like this, as do a lot of others. However, denying the nature of the computer industry (hardware and software) is not going to make the next release better.
Maybe it will change, the way Vel has illustrated. I think though, that there will always be those boxes sold at Wally World and elsewhere. The hardcore fan base will not be enough to sustain the game industry for a long time yet, if ever.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:24
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Morning guys! Just a quick note before heading off to work (abbreviated day, thankfully!).
Maq....I see your point and preference, but not the logic behind them. If I may:
I shelled out sixty bucks for Civ3's LE Tin.
Had I purchased PTW, that would have been another thirty bucks.
So...up front, ninty bucks down the tubes, whether I like the game....whether I hate the game. Doesn't matter.
I'm out my ninty bucks.
What I propose is this:
Release a game in good working order with no obvious bugs on release.
Give it away, or sell it on the cheap (10-15 bucks MAX).
Let people play it, AND fix any bugs they find in it via freely offered patches.
For people who are interested in seeing the game's continued development, however, offer a paid subscription service (buck a month). For that, they get access to the latest software upgrades (not patches, but genuine upgrades that alter/improve/tweak in-game functionality), AND have an active voice in shaping those upgrades. They also get access to the MP arena and the Massively Multiplaying version of the game.
So....if you don't like the game....you're out fifteen bucks tops.
If you do like the game, and you support its continued development, then if you stay with us for something like six years, you'll wind up paying close to the amount you would have had to shell out up front to play "the other way."
If you opt not to do that tho, you still get access to the patches that fix problems with the game proper, and the mod community, working independently of us, but entirely with our blessing (none of this IG-German translation legal mumbo jumbo) will be able to provide a means for extending and expanding even the core game (though obviously, not to the point that we can).
Seems like everybody wins.
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:24
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LOL....yep, big HUGE!
And you're right. Using the traditional develop-and-publish model, there's no way this model could work as outlined above.
The reason for it is that if the game publishing biz even remotely resembles the book publishing biz, then the publisher gets 70-80% of each sale, and the folks who MADE the thing walk away with what's left.
20% of 60 bucks is $12 per unit....which means that our model works IF we get rid of the big drain on the whole system, the publisher.
To do that, you've gotta forget brick and mortar stores, and HURL yourself into the 'net.
Broadband is here to stay, and there's no reason that we can't offer the product exclusively on the net for download....given the 'net's current population, that's reaching a whole lot of consumers, and the number grows daily.
This, coupled with "cellular manufacturing" scattered around the world (buy you and Skanky a CD burner, for example, and we have "production facilities" on three continents), in case people would rather have a CD burned and shipped.
Use guerilla marketing techniques to get the word out (Amazon, B&N, E-bay, FightCloud, Booksurge, Yahoo, Slashdot, Sourceforge, and several other key portals on the net), using the exact same techniques that we're currently using to get the word out about the books I've written, and we avoid the giant, flailing publisher-octopus (IG, with offices all over the globe has, no doubt, a HUGE overhead, the likes of which we will never see). Avoid the octopus, and the model becomes....amazing....
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:24
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::nodding::
You are excactly....precisely right, Warpstorm!
The entire plan was born in the cradle of indie, volunteer-driven development, and in this case, the model very definitely shows where our roots are! What makes it so very different from other development endeavours is that we're NOT selling a concept (which is THE way it's done in the rest of the industry....pitch the concept before you start work on the actual project, and sell it by Q4).
That ain't us.
In our spare time, using what funds I can scrape together, we're creating an entirely new world.
When it's close-to-done, we'll have something to show and tell. A real, finished product....not just a concept.
It'll never really be "done" (at least not as I envision it), but when we're happy with it's state-of-completion, then we release it commercially, and see if enough people enjoy our creation enough to help us develop it further.
If so, the model's viability is proven, and everybody involved in the experiment wins.
If not, we made a really cool game that will please a lot of people, but it didn't attract enough of a following to prove the viability of the model.
Either way, it's been a tremendously satisfying experiment, and to that end, I wouldn't change a thing. 
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:24
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General PS: Those who have spent time around me tell me (sometimes NOT meaning it as a compliment, btw) that I am one of the MOST bull-headed, stubborn people they have ever met.
I like that.
I like that because it's that kind of attitude that sees projects through to completion.
And once I found myself involved in it....once I realized how much fun the whole process is, there's no way I'm letting the project die out.
Blessedly, this attitude is prevelent in everybody who's volunteered to work on the project with me. It really is *our* game. Not mine....not any one person's....it's gotten too big for that, and has recieved TLC from too many people to be considered the creature or creation of any one person.
My main role in it all is in setting the tone, and tying the pieces together so that the end result has a nice, consistent feel.
In a solid year's time (well, as of Jan 17th it'll be a year), we've lost four of our 25+ volunteers. Some are more active than others....some have more time than others, but everybody loves the process.
That's why we'll get there....
-=Vel=-
EDIT: 4 losses over the course of a year, and our ranks have swelled by (depending on how you count it) 6-8. Given the "normal" attrition losses and general lack of progress that Indie, volunteer projects see, I'd say that's just this side of amazing....
Last edited by Velociryx on 24-12-2002 at 23:57
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mazzz
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why trash ptw? bet the guy who wrote that plays it everyday!
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Maquiladora
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Good point though. Why trash it just for the sake of trashing? I like TBS more than any other genre and for the moment Civ is what keeps new people coming to it. I hope for the sake of TBS alot more unsuspected n00bs buy Civ3 and PTW to keep the genre alive.
To Vel:
Well i didnt shell out anything for either Civ3 or PTW(havent got it) and this may sound arrogant but I dont think ive bought a "bad egg" for a long time. Largely due to scanning forums and reading far too many reviews. You could say the last mistake i made was CtP2, but that turned out very different after stumbling onto Apolyton... So i have a preference for the free community to develop a game and not subscribing customers.
Imagine if the CtP2 programmers and artists had stayed with this forum over the past 2 years, how much further it might be. But i certainly wouldnt have paid Activision(or any company) to access the forum or MP, no matter how much i continued to enjoy CtP2 or how cheap the initial release price was. (I imagine an independant modding community wouldve cropped up elsewhere anyway)
Turned out that CtP2 didnt cut it and the community faded away and turned their spamming towards Civ3. So now theres only maybe 20 max people working on CtP2 mods scenarios, little things. Had it been a massive hit, who knows.
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