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Messages - Iggy

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News / Re: Status update + input needed
« on: June 06, 2013, 03:34:13 PM »
At the moment I don't have the time to read all of the models--I apologize for that as I see some of the discussion here of LoL and other games; I was thinking about this game and thought of checking in today to see what was happening.

I have played a lot of these new games out there.  Gamers are frustrated..are they addicted to some things and throw buckets of cash for items in games? Yes...but they are also frustrated with the same systems.

Things I've learned:
World of warcraft is/was incredibly successful.  You cannot buy anything in that game that gains a performance advantage besides a subscription to play the game; I think this to be the best model.

Many flash card games exist on sites like Kongregate that limit the number of games people can play, the cards they have access to, and otherwise attempt to force the player to buy product.  If you don't buy product it will take 1000s of hours to be competitive or you can never be competitive.

League of legends, is a hybrid model..however again to really get 'all' the content unlocked you must purchase at least $100-200 in goods + play 1000s of hours to unlock things.  I'm kind of wondering how long League will last as after buying some content upfront--how many people keep buying more is a good question...

I don't know how much advertising brings in for games and sites, I can't imagine it being enough unless this game becomes insanely popular.


Onto where these models and what I feel what I can add to this discussion.  The creator of Spiritwars is/was a brilliant guy.  What Randy wrote on how creators should be compensated for their work as well as the idea of a "Level Playing Field" should really be taken to heart.  Charge a reasonable subscription fee, have a mantra for people to entrust in ('i.e. we won't screw you over), and focus on marketing the game well and making sure people know what's out there.

Now thinking as a player instead of a designer, I feel the old cost structure with a working and well-received game would be a hit and is something I'd immediately buy into.  Having a smaller 'demo' version so people can see what they're getting into would help give a factor of addictiveness to bring people in. 

Regardless of what you do, I would just stress to not ruin it with a 'pay to win' system.  Don't do things like sell booster packs and stuff.  This game is far far too good for something like that.

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General Discussion / Yay forums! Now if I can start the game...
« on: August 24, 2012, 05:26:26 PM »
So maybe best game ever is back! 

And maybe turn off the verification anytime someone wants to post...

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