No, but it gave them months (several years more likely given the pace of development) of time to figure out and strategize the most efficient way to get to that endpoint. It's like taking 11 guys off the street and putting them in a football match up against 11 guys who have been practicing, training and studying for their match the last year. And the inexperienced guys don't know the rules of the game and don't know where to get equipment at. Is the practiced team going to win? Of course they are.It's reconciled with, 500$ didn't give them a sword of dragon slaying item that one shots Naggy the Fallen, they still had to "earn" it "in game" with "normal" in game content accessible (later!) To everyone.
No, but it gave them months (years?) of time to figure out and strategize the most efficient way to get to that endpoint. It's like taking 11 guys off the street and putting them in a football match up against 11 guys who have been practicing, training and studying for their match the last year. And the inexperienced guys don't know the rules of the game and don't know where their equipment is. Is the practiced team going to win? Of course they are.
Building off of this, the bigger challenge I see for this game is adverse selection of its customers. From what we've seen of the blueprint for the game so far, it looks to be catered towards the remaining fanatics of a 20 year old game (EverQuest). There are two problems with this demographic - 1) it's not very large and 2) it's incredibly insular and toxic. In other words, if this is the group of players you are targeting, hopefully you've considered this in your business model because it's not likely to grow beyond that.
No, but it gave them months (several years more likely given the pace of development) of time to figure out and strategize the most efficient way to get to that endpoint. It's like taking 11 guys off the street and putting them in a football match up against 11 guys who have been practicing, training and studying for their match the last year. And the inexperienced guys don't know the rules of the game and don't know where to get equipment at. Is the practiced team going to win? Of course they are.
Building off of this, the bigger challenge I see for this game is adverse selection of its customers. From what we've seen of the blueprint for the game so far, it looks to be catered towards the remaining fanatics of a 20 year old game (EverQuest). There are two problems with this demographic - 1) it's not very large and 2) it's incredibly insular and toxic. In other words, if this is the group of players you are targeting, hopefully you've considered this in your business model because it's not likely to grow beyond that.
No, but it gave them months (several years more likely given the pace of development) of time to figure out and strategize the most efficient way to get to that endpoint. It's like taking 11 guys off the street and putting them in a football match up against 11 guys who have been practicing, training and studying for their match the last year. And the inexperienced guys don't know the rules of the game and don't know where to get equipment at. Is the practiced team going to win? Of course they are.
Building off of this, the bigger challenge I see for this game is adverse selection of its customers. From what we've seen of the blueprint for the game so far, it looks to be catered towards the remaining fanatics of a 20 year old game (EverQuest). There are two problems with this demographic - 1) it's not very large and 2) it's incredibly insular and toxic. In other words, if this is the group of players you are targeting, hopefully you've considered this in your business model because it's not likely to grow beyond that.
They don't.and if even 5% of that world population wants to play a game like Pantheon
The same shit happens in tons of MMO's. Even in Everquest Vox and Nagafen were killed during Beta.
Regarding the goals for their customer base, here is a quote from Brad:
"And just so you don't think I'm too crazy, no, I don't think the vast majority of these audiences and demographics will all be magically drawn to the game. But, as I've posted before, we're not making a game that is all things to all people. If we can reach a reasonable percentage of those who already do love Pantheon AND those who would once given a chance to experience it, then we will have success, the game will grow, expansions with new content and crazy new features will be released, and we'll have another game on our hands that's still running even 17 years after launch. 15 million online gamers (a conservative number, btw)? 10% is still 1.5M. 1% is 150,000 gamers. EQ was very successful and profitable at 150,000 gamers, peaking at 550k. Small numbers yes when compared later to WoW, but plenty large enough to employ a dedicated dev team, live teams, expansion teams, support and GM/CS teams, etc. etc. Especially a company like Visionary Realms, where we run lean and mean. We don't have huge overheads, a publisher who takes a huge cut, needless bureaucracy, 9-5ers, people who won't wear multiple hats and do whatever it takes. "
Right, but they did it without paying money to be there.
I'd wager that even 150k subs is a stretch given that this game will have no appeal to the Asian markets but it's good to see that he's at least somewhat realistic on what the scope of his game should be
Right, but they did it without paying money to be there.
I'd wager that even 150k subs is a stretch given that this game will have no appeal to the Asian markets but it's good to see that he's at least somewhat realistic on what the scope of his game should be
They don't.
By your logic, every corpse in the MMORPG graveyard should have hit million+ subscribers.
They want to play World of Warcraft - a game that is designed to allow a player to log on for whatever amount of time, make progress towards their goals and eventually fight the biggest monsters in the game. What they don't want: wasting their life playing a game where they are locked out of end-game content.
That's the primary reason to even raid test, you get to expose your entire guild to mechanics and fights so when it releases its just executing something you've already done a hundred times. Generally the guilds who really need the practice never get world first even testing with weeks of practice so for the guilds interested in top 10 its moot who tests. It's actually good for the testing to have medium end or casual guilds because it shows them how normal people react to mechanics. If you had all WoW mythic raiders you wouldn't get anything but uber guild feedback which is .05% of a games population.
That shit is so far away anyway, we'd be incredibly lucky to get a raid zone on release considering how little is actually done in this game right now.
How do the die-hard supporters of this game - people who, from what I've seen, eschew games using "pay-to-win" mechanics and want everything to be "earned" - reconcile those beliefs with the fact that paying hundreds (thousands?) of dollars to receive early access to the game is one of the most egregious examples of pay-to-win we've seen thus far? Is your server first dragon kill still "earned" if you had to pay $500 and spend hundreds of hours in beta to develop the strategy to do it?
There are also people who don't enjoy the taste of Coke and prefer the taste of their own piss. That doesn't mean it would be good business to design a product targeted at them.There are a fuckton of people who hate WoW and love mmo's. You don't speak for them. Don't even try.
I thought you were kidding at first but then I googled to be sure and... wow.I think you under estimate just many subs a pre alpha bus stop marketing poster will bring in. This shit will reach 100 mil subs with money spent like that.
You know how many panties got soaked at that bus stop?