Tearofsoul
Ancient MMO noob
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Are you a gaming dev? If you are, then are you willing to tell us what you are working on? What is your vision for the game? What do you promise to deliver? When are you delivering it? etc, etc, etc.i beta tested VG from the beginning, and the fact of the matter is brad flat out lied about the game, about the company, and about the state that the game was in when it was released. hell, he didn't even have the balls to tell his employees that they were fired; they just had some suits meet them in the parking lot and tell them there. up until right before it happened, brad was denying that sony was even acquiring sigil and VG. all brad really managed to do is push out a game that was still about a year away from being finished and ran so shitty even on the most powerful computers at the time that as far as i know to this day the game still hitches like holy hell. so after all that, what exactly did we owe him?
Lol, true. Regardless of his past history with the game, EQNext is about the future. And the powers that be seem to have decided that Brad has no part in it.Guys, we should NOT bring Brad MQ, "the Visioner" into this thread...
GoodBrad is not allowed in the EQN room so there's nothing he can add to this thread.
But see here's the thing.I don't care about your lifestyle, and game design shouldn't either.On the topic of time, I don't have a lot for gaming anymore. I get home from work around 11pm and depending whether or not the wife is up the available time gets whittled down even further. Also, two little girls makes it close to impossible to game during the day. I'm not reliable in groups or raids and I'm unable to play violent games during the day.
Modern day EQ is actually extremely forgiving to my current lifestyle. A lot of the things that I found charming about the game back in high school would absolutely turn me off today. It's like the game grew up along with me and continued to provide options as my time in game dwindled.
Ok first off, Minecraft says hello. So does Mark of the Ninja, XCOM: Enemy Unknown, Angry Birds, and various others.Smed isn't taking notes. He won't be making a game that would peak at such a smaller number of users. He is also not making a game for neckbeards. What you guys want can be found in a web browser/flash game. Any major game studio is going to make a game with current graphics. If your graphics aren't modern the game won't sell. Sure a lot of current games settled at 300-600k users these days, but they sold over a million boxes that recoups a lot of cost. Shit like WAR and AOC had decent sales. A game that has shit graphics isn't going to sell that many boxes.
You should start a kickstarter for a game where the primary point is that the developers don't listen to any feedback or take into account any market/trend/other games before/during/after the design process. Then use the kickstarter money to hire said devs and run the infrastructure and the "company" and show us how your idea is correct.But see here's the thing....
Says you. Personally I like AC's graphics from that era more than EQ's. AC had a harder time than EQ because yes it had it's own world and lore as well as not being based off of traditional fantasy. Another issue was Microsoft as the publisher and them not pushing the game at all.AC was too weird and looked like rancid donkey scrotum).
That was more timing and happenstance than anything else, though. EQ wouldn't make those numbers in today's world. You can't go back nearly 15 years, to a world without any real staple MMO, and say "hey, but it did really well" without taking that into account. You really think that if you took every semi-successful MMO out there and started them all at the same time, with the same footing, that EQ, as it was back in 1999-2003, would be out in front (or anywhere near the front) of the pack?EverQuest however, did extremely well. It grew slowly up to 400,000 in the first two years, then it plateaued but held strong for the next FOUR entire years, and then shot up steeply to 550,000 and didn't dip below 400,000 until 2006. My point is that a new game which aims deliberately at those kinds of players, could realistically get at least 500,000 players and hold them for several years. And if you add that up, it's far more profitable than the games which come in big and are dead a month later.
Minor quibble that doesn't really alter your point but the 550K figure was always, in my opinion, a bit bogus. At the time that chart came out, Sir Bruce explained that the sudden and otherwise inexplicable increase in EQ's sub numbers was due to SOE changing their definition of what constituted an active subscription. Considering that it roughly coincided with the release of WoW, I always felt it was done to mask the exodus that was beginning in part to the anticipation of the new king ascending the throne (the other cause being the shitty implementation of the GoD expansion).EverQuest however, did extremely well. It grew slowly up to 400,000 in the first two years, then it plateaued but held strong for the next FOUR entire years, and then shot up steeply to 550,000 and didn't dip below 400,000 until 2006.
Part of the reason for the debacle though is the lack of resources to sustain it's development long enough to deal with the glaring issues revealed in the beta. The game was going to end up being so expensive to produce that what McQuaid was saying back at the time about some games being like a hamburger w/fries (translation, WoW) but some people were more "selective" and wanted to eat steak (Vanguard) was beginning to sound like utter lunacy. You can't dump the same amount of money into developing a game for all those selective steak connoisseurs that you can on building the better hamburger. That's part of why the game ended up being released in the state that it was.A lot of people would counter these arguments with Vangaurd being hugely anticipated and had it not been the debacle it was and actually had a successful beta, probably would of changed a lot minds in regards to how profitable that type of mmo could be.
To be fair the huge jump to 550,000 was due to all the alts who were left on 24 hours a day in the Bazaar when Luclin was released.EverQuest however, did extremely well. It grew slowly up to 400,000 in the first two years, then it plateaued but held strong for the next FOUR entire years, andthen shot up steeply to 550,000and didn't dip below 400,000 until 2006. My point is that a new game which aims deliberately at those kinds of players, could realistically get at least 500,000 players and hold them for several years. And if you add that up, it's far more profitable than the games which come in big and are dead a month later.
Oh and lastly, if it wasn't for 'Neckbeards', Smed wouldn't even have his job.
Games and products are killed by the changes in the market. MMOs thrived because people got their first always-on connection. Today the same change is happening in the tablet market. Witness Angry Bird (downloaded a billion times) and Clash of Clans which is a hardcore pvp game that is making more money on iOS than all EA's gamesput together.There was no EQ killer because game-on-game violence is a myth. Games aren't killed by other games. When they do go down, it's always seppuku.