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#11
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"We're not focused on bringing new players in for our current products. But for future games, we definitely want to bring in a whole new audience. Let's be real: our core audience does skew a lot older than most other games. They maybe have a greater amount of disposable income, while younger players might not have as much money to spend on something frivolous like a mount. In a free-to-play world, we do rely heavily on people spending money on stuff like this. So in the future we'll need to engage new players to extend the brand, and give it new life with a younger audience. A staggering number of players have passed through EverQuest in the last 20 years, and we still get new ones who have been drawn in by the nostalgia of the classic servers."
Potentially good news for p99 as far as green, but I can't help but wonder what this means for live. They are trying to "lure" old players into playing classic servers, while whatever the future of Everquest holds is aimed at a completely new audience, presumably based around a f2p aspect aimed at people without disposable income. Now I'm not against f2p or anything, but designing f2p games for children doesn't sound very promising. I mean not many kids today would like Everquest. I loved it as a kid but would I if I was in todays video game saturated world? Probably not. Although I'd like to think I wouldn't be doing the floss in a video somewhere on youtube. Sounds unfortunate for preexisting fans in any case. Interesting use of the word 'lure' in this article. Generally a lure isn't meant to be beneficial to the one lured. *They also imply that any future iterations of Everquest (or whatever) will force grouping, by claiming that kiting was an unintended mechanic and in the next project people will need each other. I'd really like to see a f2p social MMO. I doubt it would work in today's climate but who knows. | ||
Last edited by Keza; 03-12-2019 at 02:23 PM..
Reason: QUOOOOTAAATIOOOOOOOOOONS
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#12
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That's just coded talk that means "repeated short term income from TLP server launches and cash for in game mechanics is our cash cow". Which is essentially the state of modern gaming in general not just EQ live. | |||
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#13
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All they have to do is continue to re-launch new TLP servers.... p99 cant launch a new server if daybreak launches a new TLP every few months and claims p99 green would be "too close" to their TLP launches every 3 months or so heh
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#14
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Loophole: Turn red server to purple or green.
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#15
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of course I am arguing frivolously, imagining a paradigm where the case is not that new servers are halted because churn complicates the administration of [REDACTED] and devalues [REDACTED] | |||
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#17
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i think i'd rather let a lawyer tell me what the agreement says and not what some schmuck got quoted in a crappy dated publication.
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#18
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Quote:
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#19
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#20
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Why does the article say repeatedly that the first progression server launched in 2015?
This is just not true...the first progression servers launched in either 2006 or 2007 iirc. Does Longdale really not know the history of EQ? | ||
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