So far the same model applied to MWO has been successful. I don’t have to assume anything for that. But apart from that yeah, a proven model in a similar genre is evidence of potential success. It’s why people follow successful models.

PGI are finally implementing community warfare.

I completely agree.

:)

-Todd

So all the PGI folks have been shadowbanned from their own subreddit, /r/transverse, and mod positions are being offered to regular users who want to take control for “legitimate purpose” (so not just to poke PGI).

This is glorious.

The other fun thing about this is that no one has ever done an Aerotech computer game (if they have point me that way). They could even work towards a combined arms game.

Of course there might not be enough interest in futuristic combined arms/fighting your way into the system/into the atmosphere game out there.

Didn’t Derek Smart Derek Smart Derek Smart make at least two of these types of games?

What was it, BattleSphere, or BattleSpace, or whatever the operational-level planetary assault game for BattleTech was? I have it on the shelf at home somewhere. That would be wicked cool.

It is a spectacular trainwreck.

Yeah our Battetech group uses that system. Very fun. I really wish there was a Battletech (or something similar) game that allowed you to jump in and fight to protect your dropships as they burn in to the planet, then cover them while they drop the mechs. Then either running close air support or driving a tank, or piloting a mech on the ground.

Sigh, that is a game I will never play I suspect.

For the same reason all MMO fantasy RPGs are compared with WoW.

But every single game that tried to ape WoW’s formula has failed spectacularly (or quietly). Soapyfrog is assuming that because something was successful once, it can be assumed to be successful when applied to fairly different scenarios.

Soapyfrog is assuming that the model is successful for MWO because…I’m not sure.

This (copied from Wiki) shows Wargaming.net’s expansion post WoT release:

On April 12, 2011, World of Tanks was released in North America and Europe.

At E3 2011, Wargaming announced the follow-up to World of Tanks—the flight combat MMO action game World of Warplanes.[6] At Gamescom 2011, the company unveiled the third part of its military saga—the naval action MMO game World of Warships.[7]

In October 2011, Wargaming announced the online collectible card MMO game World of Tanks: Generals.

2011 marked the beginning of active global expansion for Wargaming. On July 26, 2011, the company opened the European Business Operations Centre—Wargaming Europe—with headquarters in Paris, France and with a subsidiary office in Berlin, Germany.[8]

On August 3, 2011, the company created a direct presence in North America by opening an office in San-Francisco, USA.

Throughout 2011, Wargaming joined strategic partnerships with Persha Studia, Lesta Studio and DAVA Consulting,[9] with each operating separate projects under Wargaming.

On February 21, 2012, the Android version of World of Tanks Assistant—the mobile application for World of Tanks—went live in Europe and North America.[10]

In May 2012, Wargaming entered the Korean games market [11] by opening a subsidiary office in Seoul.

In June 2012, Wargaming embarked on a rebranding initiative and announced the Wargaming.net Service [12] that unites its games and services into a single battle universe.[13]

In June 2012, Wargaming had grown to 900 employees throughout the world.

On August 7, 2012, Wargaming acquired Australian company BigWorld Technology [14][15] which brought development of the middleware for its MMO projects in-house.

In 2012, Wargaming’s revenue was declared to be 217.9 million Euro, with net profit of 6.1 million Euro, declared in an annual report for the Cyprus Stock Exchange.[16]

On January 29, 2013, Wargaming set sights on the console market by acquiring Day 1 Studios,[17][18] developer of the F.E.A.R. franchise. Renamed Wargaming West, the studios are currently developing World of Tanks: Xbox 360 Edition—the standalone console MMO game, based on the World of Tanks IP announced at E3 2013.[19]

On February 12, 2013, Wargaming announced its own eSports league,[20] the Wargaming.net League.

On February 14, 2013, the company acquired Gas Powered Games, the establishment behind the gaming classics Dungeon Siege and Supreme Commander.

On March 26, 2013 Wargaming announced World of Tanks Blitz[21]—the mobile MMO game centered around tank combat available on smartphones and tablets.

On May 29, 2013, Wargaming branched into the Japanese games market by opening an office in Tokyo.[22]

On July 22, 2013, the company bought Total Annihilation and Master of Orion IPs from the Atari bankruptcy proceedings.[23]

This shows PGI’s expansion since release:

.

But obviously because WoT is successful, MWO must be successful. Just because. And it isn’t an assumption to assume it is?

Because the game is running and has continuing support and development? I can play it? We have received some indications of what PGI made from the founders, phoenix and clan packages and we know the upper bound of their monthly operating costs. By all estimations they are profitable.

Keep in mind PGI is 1/100th the size of Wargaming.net, and World of Tanks has probably 10-50 times the playerbase.

If PGI is so successful with MWO why is development so slow and shoddy? They did more work on Transverse (which is almost certainly going to fail) than on MWO in since open beta. I find it shocking that Niko still has his job after he played a big part in the PR snafu that probably will cost them millions.

Slow and shoddy developers can still be profitable.

They did more work on Transverse (which is almost certainly going to fail) than on MWO in since open beta. I find it shocking that Niko still has his job after he played a big part in the PR snafu that probably will cost them millions.

This is such ridiculous hyperbole I can’t really believe you typed it. Try to have a smidgen of objectivity. That said the Transverse PR disaster is spectacular and it boggles the mind what they were thinking trying to take over a subreddit so blatantly. I mean… they are so naive about it’s cute. If they were really evil they would have co-opted a few non-PGI friends to moderate the subreddit for them.

It’s not hyperbole at all, it’s 100% true. Did you already forget the clan teaser movies? The Transverse teaser was 100% new stuff. New models for everything, new art, new sounds, voice overs, etc the whole shebang. PGI wasn’t lying when they said it was their biggest project yet.

https://www.youtube.com/watch?v=LD6S0fTY_ao&list=UU66xRn8punhhfJUzVJwY1vQ - one of the Clan teaser movies, the only thing new is the Timberwolf briefly shown, the rest is completely old stuff.

It’s so absurd don’t even want to waste time refuting you. Suffice to say a team of 3 could have produced that movie, and it certainly does not appear much time or care went into it.

The same could be said for mwo’s user interface, and yet that supposedly took their whole team nine months.

Touché. Nonetheless I see a lot of wishful thinking from people like pg that MWO is failing and PGI is in trouble. Like all wishful thinking I don’t see the point of it. A better company with better direction would doubtless be doing better, but all the evidence is piled up in the corner of PGI turning a profit, including the attempted launch of a 2nd MMO project. These guys think they are superstars, they would not be thinking that if they didn’t think MWO was an awesome success.

Oh, I don’t think anybody says MWO wasn’t a success.

I think the problem is that it isn’t a sustainable success. It’s obvious it generated a profit (the team is not that big, and they got shitloads of funding) but it has failed to grow (one year and a half ago the were at 500k forum members, the same figure they have now), and therefore is eventually going to stop being profitable to generate new content for the game (more meaningful than new mechs, I’m talking about really expanding the game with new modes and metagame). There are enough nutcases willing to spend >$200 on a mech to keep it going a loooooooong time with 2-4 people working on it, but that’s life support, not a healthy F2P title. Without any meaningful influx of new players in a whole year, more likely we are seeing a game that is not bound to change/expand too much. Nor is it going to be able to sustain the company, since even whales eventually stop paying.

So it depends how you describe success in the F2P market. If games are a service, discontinuation of the service is a failure, even if it made a profit while it was still going.