"Quality counts." This one was interesting because it sounds so obvious, but as Walton pointed out, in the MMO world... it's not quite the case. "What was consistent about every MMO pre-WoW is that they were buggy as sh*t. They were rough. Even if they were fun, they were rough. They all launched with hundreds, if not thousands, of known bugs. Everyone basically ran out of money and launched their games."He continued, "I think that quality was a true innovation on Blizzard's part. Nobody had done that before at that level of play. Because they did that, their game stood out night and day above everybody else's games. What's the biggest mistake? What everybody did without exception -- shoving it out the door." He admitted that he was guilty of doing the same thing in the past (we can thus infer that BioWare will not in the future.)A audience member asked if publishers or venture capitalists new to MMOs would recognize the quality factor. Musing on the question, he talked about human nature: "We fool ourselves into doing things that we know are not right because of the current circumstances... human beings tend to think short-term... the future value of the MMO is immense if you don't blow the launch. [If you launch a bad game] you can look at something and go 'I flushed hundreds of millions.'With "one chance to make a first impression", he posited, "the brand value of an MMO is created within the first week of launch. End of story. You're done the first week... I say a week, but it might even be a day." The implication was clear: get the moneymen on board with the quality equation or suffer. He offered this simple warning: "It's a post-World Of Warcraft world. You better do that."
Außerdem lässt mich mein Schaf nicht mehr ran
Hab den verlinkten Artikel sogar gelesen.Kann mir nicht helfen, aber dem Gelaber scheint die These zugrunde zu liegen, dass die Spieler vetrottelte Kleinkinder seien, die entsprechendend zu behandeln sind, bis hin zur Verarschung.Ganz schön herablassend - und das kann ich nicht leiden.
Kann mir nicht helfen, aber dem Gelaber scheint die These zugrunde zu liegen, dass die Spieler vetrottelte Kleinkinder seien, die entsprechendend zu behandeln sind, bis hin zur Verarschung.
man sieht ja, dass die branche es erst mühevoll lernen muss/mußte, was der gamer will.
Ich habe eigentlich nur herausgelesen, dass man soviele Leute wie möglich ansprechen sollte und die qualität stimmen muss, damit man möglichst großen Absatz erzielt. Und dazu gehört es auch, das der Kunde weder groß denken, noch viel lernen oder etwas können muss.
When he hears me exhorting developers to innovate, Eric Flannum, the content design lead on Guild Wars and lead designer of Sacrifice, is quick to point out that it's not enough to be different – it also has to be better. His point is that change, just for the sake of change, is not necessarily a good thing.
5M x 40 Euro + 12x12 Euro
5M x 40 Euro + (12"im ersten Jahr"x12 Euro "pro Spieler" = x 5M).