OTOH I thought it was a real ground-breaker. The first MMOAdventure.
What broke my heart was the F2P announcement.
This is a tacit acknowledgment that such ground breaking, brave, and expensive games can no longer be made in the "I dont wanna pay for my entertainment" world we have created.
YYou give no statistics to back this assertion up.
I WILL give you a statistic.
Zynga, once hailed as the great proof of this model, it turns out at their best generates $1/user/year ion their net revenue. This is all in their S1 filing.
And this is why they are trading at a fraction of their offer price.
I can also tell you, from direct discussion with them, that Arena net expects no where near the return on GuildWars2 that a successful subscription MMO like WOW can generate.
And you are correct, F2P has become the desperate hail-mary gambit to make ANY revenue back from that already sunk into a failed MMMORPG. Because any revenue is better then none. But they wont make back their dev costs, and they only hurt the market for new products this way.
Already the most commonly heard statement on the launch of a new MMORPG now is "ah, Ill wait 'til its free." This is the death knell for such expensive productions.
While I don't disagree with you that games with no challenge have little feeling of accomplishment, I was hoping you would talk about something else.
And thats the little snots who somehow think they are entitled to entertainment without paying for it. In the past few years I have seen the money being driven out of the market by "f2p" schemes and similar formats where income is a fraction of what it would be under traditional models.
And the result will be an industry a fraction of the size and games with a fraction of the ambition.
What people outside the industry forget is that game development is a risky business. As an industry if we don't make enough money on the successes to pay for the success AND the failures, then we die.
It was hard enough talking management into taking risks with new and different concepts, when your net income is a $1/user/year (*cough zynga cough*) its just about impossible to innovate.
You cannot get blood from a stone and you cannot make entertainment for free. Therfore if its going to make little to no money in the aggregate, no one will make it.
Thats really useful information, and something the reviewer should have talked about, thanks.
This has been my disappointment with every MW game since MW2. MW2 managed to capture the feeling of piloting a lumbering machine. The ones after didn't.
OTOH I thought it was a real ground-breaker. The first MMOAdventure.
What broke my heart was the F2P announcement.
This is a tacit acknowledgment that such ground breaking, brave, and expensive games can no longer be made in the "I dont wanna pay for my entertainment" world we have created.
YYou give no statistics to back this assertion up.
I WILL give you a statistic.
Zynga, once hailed as the great proof of this model, it turns out at their best generates $1/user/year ion their net revenue. This is all in their S1 filing.
And this is why they are trading at a fraction of their offer price.
I can also tell you, from direct discussion with them, that Arena net expects no where near the return on GuildWars2 that a successful subscription MMO like WOW can generate.
And you are correct, F2P has become the desperate hail-mary gambit to make ANY revenue back from that already sunk into a failed MMMORPG. Because any revenue is better then none. But they wont make back their dev costs, and they only hurt the market for new products this way.
Already the most commonly heard statement on the launch of a new MMORPG now is "ah, Ill wait 'til its free." This is the death knell for such expensive productions.
I'm a little disappointed.
While I don't disagree with you that games with no challenge have little feeling of accomplishment, I was hoping you would talk about something else.
And thats the little snots who somehow think they are entitled to entertainment without paying for it. In the past few years I have seen the money being driven out of the market by "f2p" schemes and similar formats where income is a fraction of what it would be under traditional models.
And the result will be an industry a fraction of the size and games with a fraction of the ambition.
What people outside the industry forget is that game development is a risky business. As an industry if we don't make enough money on the successes to pay for the success AND the failures, then we die.
It was hard enough talking management into taking risks with new and different concepts, when your net income is a $1/user/year (*cough zynga cough*) its just about impossible to innovate.
You cannot get blood from a stone and you cannot make entertainment for free. Therfore if its going to make little to no money in the aggregate, no one will make it.
(dupe)
Thats really useful information, and something the reviewer should have talked about, thanks.
This has been my disappointment with every MW game since MW2. MW2 managed to capture the feeling of piloting a lumbering machine. The ones after didn't.