I am worried about the published development plans for this game. I want this game to succeed very much, and I feel the direction laid out in the Content/Feature Roadmaps is not going to help this game gain users and make money. Let me try to explain why.
Mechwarrior has the potential to be very unique from other 1st or 3rd person games, and so far, MWO has done a great job taking advantage of that uniqueness through the piloting experience. Piloting a mech is not easy! However, that is only 50%. The other half is in the mission/story. Right now, assault/conquest are in no way different than every other game out there, and I think many people will tire of these games quickly, and burn out.
There are 4 previous games, and innumerable expansions full of content that can easily be implemented as game types in MWO. For example, search and destroy at different nav points, recon and extract, escort, the list goes on. Would they be balanced right away? Probably not, but it can be worked out in time. What cannot be worked out in time is if players leave and do not come back.
My point basically boils down to this: new mechs and maps are important, but they do not fundamentally change the game enough to keep the game interesting. Right now, the current available content is boring. We can get it in dozens of games. New game types might not generate immediate revenue like a new hero mech, but if people are having a lot of fun and getting their friends to come play as well, many more will be willing to pay to support a game that they like.
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Worries About Roadmaps
Started by Renaldoo, Feb 10 2013 02:28 PM
8 replies to this topic
#1
Posted 10 February 2013 - 02:28 PM
#2
Posted 10 February 2013 - 02:33 PM
Mechwarrior is 50% mechlab, 25% giant robots fighting, and 25% community.
They're on the right track, but the rate of content is glacial.
They're on the right track, but the rate of content is glacial.
#3
Posted 10 February 2013 - 02:33 PM
Small dev team as well.. Everything will come in time
#5
Posted 10 February 2013 - 02:42 PM
It's called product differentiation.
No map/campaign difference, no selling point, no mass market penetration, no big cash flow.
Games compete for the limited resources of the players. Both time and money are finite and can give returns in different areas.
No map/campaign difference, no selling point, no mass market penetration, no big cash flow.
Games compete for the limited resources of the players. Both time and money are finite and can give returns in different areas.
#7
Posted 10 February 2013 - 03:38 PM
Some could argue that new mechs keep players around.
I tend to take breaks now and then, typically waiting for patch days that introduce new mechs or fixes/adjustments to help test.
With that in mind, variety will keep a good player base while they work on the larger stuff.
I tend to take breaks now and then, typically waiting for patch days that introduce new mechs or fixes/adjustments to help test.
With that in mind, variety will keep a good player base while they work on the larger stuff.
#8
Posted 10 February 2013 - 03:43 PM
no need to repeat some of the arguments above,so i´ll just add this: now that the core game stands, and most serious issues are being adressed,the production speed and the focus on content will probably increase... the "year of MWO" just started, and it will probably see alot progress...
#9
Posted 10 February 2013 - 03:43 PM
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