tag:blogger.com,1999:blog-29172675.post4092457735010769318..comments2023-12-28T04:50:49.486-08:00Comments on The Many Relms of Relmstein: Defining Critical Mass in MMOsRelmsteinhttp://www.blogger.com/profile/10358853054116842043noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-29172675.post-9161487699762925792008-09-13T05:16:00.000-07:002008-09-13T05:16:00.000-07:00It's odd, because MMO's really don't often get a s...It's odd, because MMO's really don't often get a second chance to make a first impression.<BR/><BR/>After having played DDO shortly after launch, I gave up on it because it was soooo solo-unfriendly, and frankly, I had WoW.<BR/><BR/>I've recently re-tried DDO and it's a ton of fun. I brought a friend over with me from WoW and we're having a blast doing content just the two of us. The game looks fantastic, runs smooth as butter and is very accessible now.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-29172675.post-47841151125742387642008-09-03T08:21:00.000-07:002008-09-03T08:21:00.000-07:00Well in all honesty a smart company can still make...Well in all honesty a smart company can still make a lot of money off a game in the 40-50k range of subscribers. That's still between 600,000$ and 750,000$ a month. Most small companies can live off that quite well and still develop the game. A large studio like EA or NCSoft would probably kill anything that small and consider it an embaressment.<BR/><BR/>The big studios do have a point by doing this. Once a game has fallen that low in active subscriptions you never know how many people will buy a expansion. Thus games that small are limited to subscription revenue only. A big studio with a lot of potential projects might calculate it's better to move developers to something that has a chance to be more profitable.Relmsteinhttps://www.blogger.com/profile/10358853054116842043noreply@blogger.comtag:blogger.com,1999:blog-29172675.post-48918554079557773202008-08-19T10:40:00.000-07:002008-08-19T10:40:00.000-07:00This has a lot to do with networking, and even the...This has a lot to do with networking, and even the social networking everyone seems to talk about.<BR/><BR/>Metcalfe's Law states that the power of a network grows in proportion to the square of the number of its nodes. <BR/><BR/>In other words, the usefulness (or in this case fun of a game) grows in proportion to the square of the number of members.<BR/><BR/>This is true for any "networking" product and it seems like it's obvious it applied to MMOs as well.iomegadrivehttps://www.blogger.com/profile/14985523346245671548noreply@blogger.comtag:blogger.com,1999:blog-29172675.post-12794627064919896042008-08-19T08:18:00.000-07:002008-08-19T08:18:00.000-07:00Whats interesting is DDO is calculated right now o...Whats interesting is DDO is calculated right now on the DEAD mmogchart site (man that site is being inundated with crap, and Bruce has yet to do any updates or deletes of comments) under 50k.<BR/>Yet, development continues...<BR/>With even new additions like DX10 and Henchmen.<BR/>Was the infusion from LOTRO and Time Warner enough to keep even dead games afloat?<BR/>Could the accuracy be that much off?<BR/><BR/>DDO has potential, and maybe the new fixes will be a boon. I hope so, as I never hated that game...but, how does it continue?<BR/><BR/>WeirdElementalistlyhttps://www.blogger.com/profile/17536627257855895757noreply@blogger.com