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General Discussion / Re: Too important to languish at the bottom of a spell book design thread...
« on: July 07, 2013, 07:42:01 PM »
My 2 cents analysis:
1: It is a tough market for this kind of game under any circumstances.
2: MW is not a casual game, which limits the player base.
3: Whether AW cares about the players or not is irrelevant from a business point of view, as long as they don’t scare away their customers.
4: Playing IRL might be better and more social (I certainly think so), but that is not an argument against online gaming in itself.
5: The player base is fickle. There are MANY good games, so if there are few or no opportunities to play a game, the players will move on to something else.
The question, I believe, is about community building from a business point of view. Community is not about having control over every individual player, but building spaces where your product will be used or promoted.
I agree that word-of-mouth is very important, but in order to get the word-of-mouth to happen, the game needs to be present in the mind of the potential ambassadors. It will not be present, if it is more than six months since you played a game (as a totally arbitrary rule of thumb).
That means that it is not important if some people play for free or if some people gets scared away because of a home-made program. The important thing question is, if MORE people gets scared away than people gaining or maintaining an interest, because every person who gains or maintains an interest in the game is both a potential customer and a potential ambassador.
I believe that the OCTGN platform is good for MW and AW, because every opportunity to play is good for players and every opportunity to promote the game is good for the company. A lot of big gaming companies are having huge problems because they are used to have total control over their product, but they are losing terrain to smaller companies that loosen the reins and let their customers be more involved in their product.
I don’t think OCTGN is for everyone and I don’t think it will guarantee AW success, but I think it slightly increases the chances of success.
Afterthought: There is a difference between the success of the game and the success of the company. The success of the game is measured in how much time people spend on the game, the success of the company is measured in income. There are probably various ways to make money on your product, but I think that in most cases the second is dependent on the first.
1: It is a tough market for this kind of game under any circumstances.
2: MW is not a casual game, which limits the player base.
3: Whether AW cares about the players or not is irrelevant from a business point of view, as long as they don’t scare away their customers.
4: Playing IRL might be better and more social (I certainly think so), but that is not an argument against online gaming in itself.
5: The player base is fickle. There are MANY good games, so if there are few or no opportunities to play a game, the players will move on to something else.
The question, I believe, is about community building from a business point of view. Community is not about having control over every individual player, but building spaces where your product will be used or promoted.
I agree that word-of-mouth is very important, but in order to get the word-of-mouth to happen, the game needs to be present in the mind of the potential ambassadors. It will not be present, if it is more than six months since you played a game (as a totally arbitrary rule of thumb).
That means that it is not important if some people play for free or if some people gets scared away because of a home-made program. The important thing question is, if MORE people gets scared away than people gaining or maintaining an interest, because every person who gains or maintains an interest in the game is both a potential customer and a potential ambassador.
I believe that the OCTGN platform is good for MW and AW, because every opportunity to play is good for players and every opportunity to promote the game is good for the company. A lot of big gaming companies are having huge problems because they are used to have total control over their product, but they are losing terrain to smaller companies that loosen the reins and let their customers be more involved in their product.
I don’t think OCTGN is for everyone and I don’t think it will guarantee AW success, but I think it slightly increases the chances of success.
Afterthought: There is a difference between the success of the game and the success of the company. The success of the game is measured in how much time people spend on the game, the success of the company is measured in income. There are probably various ways to make money on your product, but I think that in most cases the second is dependent on the first.