Project Gorgon has launched on Steam. Max players so far has been 121 per the Steam Charts. The price is $40, currently $30 on sale. This seems pretty pricey to me, considering the niche nature of the game. What do you guys think? Are they scaring people away with this pricing?
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I never liked STO or EQ2 but I tried the free version of Project Gorgon and really liked it... so I bought it.
The dev is passionate about it and the game has a lot of cool ideas.
..Cake..
Not the best name, but at least it's not super generic, like what they did with Legends of Aria.
(\ /) ?
( . .)
c('')('')
You think?
121 players huh?
I mentioned as much in this thread ...
https://forums.mmorpg.com/discussion/472227/steam-launch-day-coming-on-march-13th-project-gorgon-news#latest
and got the usual push back.
I figured time would tell. What I didn't figure on was that time being one day.
Way to show support for devs who make games the way you want them to be made.
You realize your logic is incredibly flawed right? Nobody will make games the way you want if they continue to financially fail.
But at the same time I don't consider this a fail. Getting that many people with a box price on an early access indie MMORPG that isn't catering to a mass audience, is quite good. Especially without any advertising or anything.
When it was free to play and download I think I would see a max of maybe 40 players, so 120 on at a time is a lot better.
As long as there are people to play with I'm going to have fun on it. Plus who knows what will happen once the game actually releases in a year (or whenever they decide it's fully released) and isn't in early access.
I kinda see the same happening with Phanteon, I'm not sure why they can't have both, it's like they have to sacrifice one entire aspect to be good at the other. o.o
Years ago I was speaking with a Cellist in the area who taught at a local university. He taught students but in reality was so busy with students and then finding students who then quit, he didn't have time for his career.
His old teacher said to him "raise your rates". He responded with his concern that it would drive students away.
"No" said his teacher, "all the students who are serious and recognize the value in what you offer (I believe he also played in the Boston Symphony so that was his level) will gladly pay the amount and they will the the serious students so they will stay much longer. All the students who aren't serious will leave.
You will have less students but more money and more time and you won't have to worry about always finding new students."
And that teacher was right. It worked better than good.
People will always pay for things that they find of value. Those people who don't want to pay or don't want to pay "that much" aren't that serious and will move on anyway.
So good on them!
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
It seems there is a disconnect between "deep games" and the large audiences who want to play "fun games" and don't want to level up "shoveling" or some such thing. Nothing wrong with that, it is what it is.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
https://www.youtube.com/watch?v=KB0XyiJ79m8
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
While I am certainly no fan of "leechers," or F2P games in general, there is a reason why the F2P business model is the predominant operating model for 99% of MMOs on the market today. As alluded to by me in that thread, a gaming population is a valuable limited asset resource for any MMO. Without a gaming population, an MMO simply ceases to exist. Its a difficult dynamic to balance for sure, but so long as your game is garnering a profit, however small, even a majority "leecher" gaming population is not only necessary, but preferable, to a failed business venture.
You, of course, should not have to submit to a F2P model, particularly if your game does not feature a cash shop, but if you don't youed be well advised to structure your business model in a manner that has the potential to "encourage" population growth, Ie., a welcoming free trial introductory offer. The F2P "leecher" presence in MMOs is a necessity that is as valuable, important, and integral to the MMO industry, as the games themselves. Developers/producers who fail to acknowledge this reality are doomed to failure.
When it comes to "more of the same", then yes, it is heavily saturated, but more of the same is not the MMO aspect, it is the type of game behind it.
Crowdfunding certainly proves that you can whip niches into a frenzy with pretty videos and nice words, but until we see a release state game enjoying success, it's poor evidence to publishers of a demand for a specifically unique take on the genre.
That does bottleneck the whole thing, because when it comes to variety you have to come up with something different, then risks, then investors run away from it, and it seems to be stuck on this most of the time. But when we talk evidence and we see projects like SC I guess that shows how far the wish for it is there, and we already see some larger scale investments happening on it, same with Dual Universe.