

MWO Launch will be "Minimal Viable Product"
#21
Posted 03 January 2012 - 08:27 PM
but the launch isnt the steak , its the entree its some garlic bread and chilly fries perhaps even some dim sims
#22
Posted 03 January 2012 - 08:49 PM
#23
Posted 03 January 2012 - 08:59 PM
Yes, just hoping for the latter to get a decent priority, but I've experienced with WoT how it devolved or even "degenerated" since the early days of closed beta there. Due to lack of any commitment from its parent company to develop in "depth" as well. So here's hoping for a dual-pronged approach in order to get the best synergistic effect possible for PGI.

#25
Posted 04 January 2012 - 02:02 AM
#26
Posted 04 January 2012 - 06:35 AM
As far as the pacing of the game goes, perhaps speed up the timeline after the Truce of Tukayyid (granted that's several years down the road). I would hate to miss out on some of the epic battles that occur during the Clan invasion. That being said, I would love me some I.S. Battle Armor!
#27
Posted 04 January 2012 - 06:46 AM
Uncle Death, on 03 January 2012 - 06:33 PM, said:
This - "Great Universe", i hope new content that is added later on enables us to get immersed deeper into the BT universe - ill be flamed for this, but some RP elements ingame? some other things to do besides blasting clanners and keeping Skye independent?
#28
Posted 04 January 2012 - 06:48 AM
You know, like in all those sports people tell me so much about...
#29
Posted 04 January 2012 - 07:11 AM
Not exactly the marketing you want to see for a F2P online game, as it has negative connotations when taken out of context (or by people not familiar with the industry).
I agree this is a prudent way to approach publishing this game (although not the norm nowadays with all the large pub houses throwing money around like they're printing it in the backroom), the only reservation I have is it also means that future content is dictated by success of the game.
If the game ready at Go Live is highly polished (with the content they have available), well constructed and setup with options for future growth, then adding future content is merely following the timeline/strategic plan and hitting the marks as far as development.
Of course then you have devs that leave for other projects, economic environments, other game dev contracts coming in that take focus away from MW:O, TCO/ROI meetings with the investors, blah blah blah.
We can only wait to see how it shakes out.
#30
Posted 04 January 2012 - 07:59 AM
asking folks to pay 50+ usd and then 15/month on top of that for such a thing would kill the game.
this way they get the core running decent...release it...we all become 'gamma' testers going forward as they add content/features
going this route though they need to make sure the initial product is not a buggy piece of exploitable feldercarb and that the launch is as smooth as a ppc to the cockpit.
#31
Posted 04 January 2012 - 08:33 AM
Kaemon, on 04 January 2012 - 07:11 AM, said:
Not exactly the marketing you want to see for a F2P online game, as it has negative connotations when taken out of context (or by people not familiar with the industry).
I agree from a marketing stand point. They could have easily just have said they're going to release a "baseline foundation model" and estbalished that it's not going to have all the features in yet.
BUT
I'd still rather these guys be great devs than marketing gurus

#32
Posted 04 January 2012 - 08:33 AM
Quote
But I actually HOPE to see the universe, eventually; I'd like to fight on different planets, different landscapes (urban, rural, mountainous, moonscape etc..).
I'd like to see movement of victories and losses on a strategic galactic map changing spheres of influence for Houses. I'd like Mercs to be able to be paid to hold planets for Houses. I'd love to see the Periphery states and Pirates able to take and hold planets and bring them into their sphere.
As a mech driver I'd love to see ribbons and medals achieved for battles fought - Go to a panel or a picture of your character which shows rank attained, uniform (it would be nice to see my character dressed in CCAF) and ribbons, and/or lists of NAMED battles that the player has fought in with outcomes (CCAF loss to Federated Commonwealth's First Davion Guards; 22 mechs lost, planet subjegated...)
Be great to build history around your character (thats what the Mechwarrior Universe is famous for!)
Example: Ted Shukinov, from Capellan Commonality, Capricorn III. Entered service at 18. stationed with Capellan Hussars etc..etc..
MechLab!
.
#33
Posted 04 January 2012 - 08:44 AM
#34
Posted 04 January 2012 - 08:54 AM
For those who haven't listened to it (What?!) go check it out. ( http://threemovesahe...of-battle-mechs ) There is mention at the end about MWO being a Minimum Viable product at launch.
Yes, to many this seems to have a negative connotation . However, remember they will still be releasing a QUALITY product, it just will not have all the bells and whistles they or the fans would like (QUANTITY). Where a full priced AAA title might ship for $60, and over the course of a year release DLC. The initial launch is 80% of the finished product at a year and the DLC is the 20%. Whereas it seems more like with this it will be the reverse, say 20% at launch and the other 80% comes from monthly updates.
I am fairly sure the faithful who are on the forums already will play no matter what. Many played MPBT on the GEnie network with EGA graphics on 14400 modems paying $3 an hour (While walking uphill,,and we liked it, we loved it). Those who played Solaris played with only a few models representing all the different mech types, and they still have fond memories of it.
So I am not worried about the faithful playing it and sticking with it while updates come out. (And HOPEFULLY, PLEASE supporting it financially)
My question was what do you or the developers think is the bare minimum to keep Joe Average interested over the course of a few weeks or months to really see the products greatness?
My personal take on it is very much along the lines of Mr Grimms. There are roughly 100 different mech types
(Not including variants) listed here http://mwomercs.com/...echs-available/ .
I'd imagine launch with the 4 major map types, perhaps 2 of each. And maybe4-5 different mechs per weight class.
To the initiate I think this could be enough to have fun for a few weeks and really enjoy it. Coupled with the metagame of capturing planets hopefully it will spark a love for all things Battletech. I ,personally, think the only people who will be missing the abundance of mechs that should be available are, again, the faithful on the boards already. And , i think, most of us are willing to wait.
Edit:
Just Read Kaemons post above. I guess he already addressed it. Well said sir.
Edited by Helmer, 04 January 2012 - 09:00 AM.
#35
Posted 04 January 2012 - 09:08 AM
#36
Posted 04 January 2012 - 09:14 AM
I'm cool with 16 mechs... as long as one of the lights is a commando

I'm cool with a game that needs polishing to start, they want to see if they can invest more time and money in it or if the community is gonna let it flop. Basically I'm looking at spending around 15-20 bucks a month in it like a subscription to eve or something similar. That's all I'm gonna be able to put aside for it at that time. Though I want to see the game improve.
Don't know how I feel about speeding up the time line. Taking into account that they said that after the start of the timeline the game can't fully follow cannon, everyone seems to think that it's going to go strait by it even though the dev's have stated multiple times that it's not.... so I hope to see some of that advanced tech after a year or two. Like ER lasers, Ultra and LBX autocannons, Shreek Missiles etc.
Just my thoughts on it.
Fox
#37
Posted 04 January 2012 - 10:37 AM
MitchellTyner, on 04 January 2012 - 09:14 AM, said:
I'm cool with 16 mechs... as long as one of the lights is a commando

I'm cool with a game that needs polishing to start, they want to see if they can invest more time and money in it or if the community is gonna let it flop. Basically I'm looking at spending around 15-20 bucks a month in it like a subscription to eve or something similar. That's all I'm gonna be able to put aside for it at that time. Though I want to see the game improve.
Don't know how I feel about speeding up the time line. Taking into account that they said that after the start of the timeline the game can't fully follow cannon, everyone seems to think that it's going to go strait by it even though the dev's have stated multiple times that it's not.... so I hope to see some of that advanced tech after a year or two. Like ER lasers, Ultra and LBX autocannons, Shreek Missiles etc.
Just my thoughts on it.
Fox
Wasn't one of the 'wow' features of CryEngine 3 the ability to quickly dev up environments?
In fact out of the features listed here, we seem to not be using many of them -
http://crytek.com/cr...ngine3/overview
Edited by Kaemon, 04 January 2012 - 10:37 AM.
#38
Posted 04 January 2012 - 10:47 AM
I would rather a game be bug free and balanced since it is a pvp game than have a ton of content come with a ton of bugs and unfinished product.
I had enough unfinished product with Vanguard, so a minimum content release is great when done right.
#39
Posted 04 January 2012 - 10:49 AM
Barantor, on 04 January 2012 - 10:47 AM, said:
I would rather a game be bug free and balanced since it is a pvp game than have a ton of content come with a ton of bugs and unfinished product.
I had enough unfinished product with Vanguard, so a minimum content release is great when done right.
you know you just used bug free and WoT in the same

Edited by Kaemon, 04 January 2012 - 10:50 AM.
#40
Posted 04 January 2012 - 11:00 AM
Kaemon, on 04 January 2012 - 10:37 AM, said:
Wasn't one of the 'wow' features of CryEngine 3 the ability to quickly dev up environments?
In fact out of the features listed here, we seem to not be using many of them -
http://crytek.com/cr...ngine3/overview
I'll put it this way, I have no clue what Cryengine 3 does or anything. Only know that it is what Crysis2 was on. Really would like a randomization style on the maps where it moved things around and made them interesting... when your fighting on different worlds light years away from each other you don't want to see the same urban area here as there etc. Kind of like the old diablo where every area was different everytime you played through it.
KNow that is asking a lot but something random, I just would hate to see the same thing over and over
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