Aim64C, on 28 December 2013 - 04:58 PM, said:
Like I said - when I was a child, I thought as a child. Adults lived in a complex world that was beyond my understanding.
As I got older, I realized that I understood, quite well, all along. Getting older was just a process of gaining information, confidence, and an integral identity.
Now, I realize that there are two groups of people. Those who blunder through life, and those who seek to understand and master it. The former far outnumber the latter - so, chances are, I will do better at anything than most people, simply by virtue of my existence.
The only thing I wouldn't be so great at is handling a community. I can be a bit hot under the collar and combative when it comes to a difference of opinion. Which is why I would hire people who are more tactful at public appearance than I am. Though, sometimes, people do appreciate brutal honesty. We live in such an air-brushed fantasy land of political correctness that someone who actually speaks straight and honest with others is received as a welcome breath of fresh air.
Though telling customers they are stupid (whether they are or aren't) is a bad idea.
But, yes, manage a team of developers to build a game - can-do. Better than PGI? I would have to actively try to avoid building a game to do the same or worse than PGI.
For starters - I wouldn't have "multiple games" being built if it is causing one of my games to repeatedly miss deadlines. If the game cannot be focused on and cannot be built in a reasonable amount of time - then it does not belong in active development.
Second - I would not be asking the community: "What do you think about our idea of implementing clans?" after the game has launched. That would have been something asked and tested in closed beta. The final phases of the closed beta would have been to work out Community Warfare - then the Founders would be testing out the Clans in closed testing servers prior to its on-schedule launch into the open beta.
If I had not even started on developing community warfare - I would not have launched the closed-beta Founder's program.
I can run down through the line of where PGI has shown management incompetence and short-sighted marketing tactics that are abrasive to a community (not to mention abusive). In fact - I already have: http://mwomercs.com/...ine-experience/
Then we can look at PGI's overall model for MWO - which belongs on Xbox Online for $9.99 and mech packages of $4.99. The game, itself, is designed to be low-committal. It takes longer to boot up the computer and log into MWO to start a game than it does to complete most matches in MWO (even if you stick around to watch your team win/lose without you).
History shows that type of game is not well received among computer gaming audiences. Why? Because gaming computers, by their very nature, are high-committal. Using a desktop computer (what most people are using to play games with these graphic demands) for any task typically comes in allocated blocks of time. You sit down on the computer planning to spend at least an hour doing something.
Many of us young adults (and the more mature adults) grew up with computers as simulator platforms. Flight simulators were games to us (while most of the console generation gamers would not even get two pages into the manual) - before the damned things even came with a tutorial (you had training missions where the enemies didn't kill you - you just killed yourself flying into mountains or trying to land at mach 2).
It's a difference in mentality that echoes through computer gaming to this day. Turn based strategies, real time strategies, and popular MMOs all tend to require the player commit a minimum of an hour to the game. C&C 4 decided to try and 'revolutionize' RTS gameplay by catering to the "10 minute crowd." It was another game you -wanted- to be worth telling your friends about... but the only thing I cared about was the campaign - and they really kind of flopped on the ending, there. Even if they wanted to do the whole "Kane is a Scrin" thing... they could have really done a better job of it.
But, I digress.
I, indeed, could make a much better game.
Why don't I do it?
Well - as you can see - it is kind of on the list of things to do. We'll see where that goes - but one of the key requirements for me to be able to do anything is to actually build a 'company' (even if it is just a mod team). A plan for people to contribute money and a plan for how to return that money in the even the project falls through needs to exist. If it's one thing I'm most nervous about - it's taking money.
You, at least, seem to be willing to try. But there are a lot of people who whine about PGI and talk about how much they/this game sucks but they stick around.
Edited by DavidHurricane, 28 December 2013 - 05:29 PM.