Heffay, on 08 November 2013 - 08:33 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?
He said he didn't have a marketing budget, where he was getting at was it would have been better that instead of the production costs associated with creating a new Civ, he should have gone back and added another 10 levels on an existing Civ. IMO, he should have done both, but staggered... 10 new levels on Greeks, release Celts, 10 new levels on Egyptians, release Norse, etc... this would have spread out the old AND the new, and prolonged the End Game wall.
Kind of the way that MWO does it with 3 new mechs to each map, the "hold up" on content here is the actual creation of map assets, once that's in place, as they've said, churning out maps will become quicker and cheaper. So, IMO, that they're doing right.
He also lamented that there wasn't a skirmish mode in place at launch, here, that's ALL we have, so we're 'good' on that. y'all can debate the merits of that, but in it's most basic form, it's here.
I disagree on your point about modes... new modes are REALLY going to extend the lifespan of the game, and more than just DM/TDM that the myopic are crying for. But those are also coming soontm. After CW, all that is left is content and modes, how PGI handles and monetizes that will determine its future success.
The real thing that struck a chord with me in the presentation was his lamenting on the ability to reach out to his customers, and this is where PGI has been, and needs to continue, improving.