

Free-To-Play The Wrong Way In Age Of Empires Online
#1
Posted 06 November 2013 - 07:13 PM
It is pretty interesting and frankly a bit scary. From just it looks like he's saying that if you mess up it's exceptional hard to recover plus you need to get proper full features in game early rather than later otherwise you'll lose your chance to keep the game alive later.
Thoughts?
#2
Posted 07 November 2013 - 02:21 PM
#3
Posted 07 November 2013 - 02:23 PM
#4
Posted 07 November 2013 - 02:24 PM
"Annoy your base at your own peril."
"Don't launch with a $20 buy-in and no content."

#5
Posted 07 November 2013 - 02:26 PM
Igorius, on 07 November 2013 - 02:24 PM, said:
"Annoy your base at your own peril."
"Don't launch with a $20 buy-in and no content."

I think at this point the community word of mouth is the marketing budget for MechWarrior: Online. I have been told there are ads elsewhere but I have them all blocked so I never do see them.
#6
Posted 07 November 2013 - 02:26 PM
#7
Posted 07 November 2013 - 02:32 PM
LaserAngel, on 07 November 2013 - 02:26 PM, said:
I've seen an ad once on Sarna, but that was on a tablet with no ad block on it.
#8
Posted 07 November 2013 - 02:36 PM
#9
Posted 07 November 2013 - 02:36 PM

#11
Posted 07 November 2013 - 03:14 PM
#12
Posted 07 November 2013 - 06:08 PM
Also, ominous.
Edited by Alex Wolfe, 07 November 2013 - 06:13 PM.
#13
Posted 07 November 2013 - 07:39 PM
Watching the video, I see many, MANY parallels... I'd recommend you watch it twice Russ/Bryan.
#14
Posted 07 November 2013 - 10:30 PM
Having said that there are lessons to be learned here:
- Avoid high price points
- And by extension, avoiding business models based on sale of very expensive, slow to create content at a high price (I don't know if it is expensive to generate mechs but if it isn't this may not be an issue for PGI)
- Efficient marketing - engaging customers and utilising them to promote the game and this was achieved by being transparent to the playerbase, explain what you are doing and why (withholding sentity information if required)
#15
Posted 07 November 2013 - 10:52 PM
#16
Posted 07 November 2013 - 11:53 PM
#17
Posted 08 November 2013 - 04:11 AM
https://www.mwtactic...-the-wrong-way/
#18
Posted 08 November 2013 - 05:38 AM
#19
Posted 08 November 2013 - 07:46 AM
Alex Warden, on 07 November 2013 - 11:53 PM, said:
I don't think you watched the whole thing. His summation was the changes to their F2P model, in the long run, didn't change anything and his post-mortem was that they should have done the HARD thing and change their production model.
#20
Posted 08 November 2013 - 08:33 AM
Roadbeer, on 08 November 2013 - 07:46 AM, said:
Didn't he also say he didn't have the budget to do that?
There are a number of things in that presentation that PGI managed to do right in the first place (monetization issues specifically), and even releasing a minimally viable product can be recovered from. CW is the first step in the improvement of the production model. Beyond that... MWO doesn't have levels, so I'm curious as to where expansion packs can come into play. Clan launch can probably be made a reasonable expansion pack. And there are enough events in lore to use as a basis to expanding gameplay as well, but... how? It's a tricky (and expensive) question. Single player campaign?
New modes aren't really *that* big of a change in the production process, since it's still the same 12v12. So beyond single player mode and community warfare, what other changes can they make to get legitimate expansions?
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