Yes, World of Warcraft might hurt other games, because it simply sets some industry standards for production quality. And I think that one can like or dislike Warhammer Online completely independant of having played WoW. I think that one can like or dislike Darkfall completely independant of having played WoW. The possibility that somebody quits Darkfall for reasons that are not at all related to World of Warcraft isn't recognized by the fans. Apparently if somebody tries out Darkfall and doesn't like it, it is WoW's fault. But Darkfall players are *still* complaining about tourists. You needed to be pretty hardcore to even get into the game, first camping the website for days to get a copy of the game, then enduring login queues that last several hours. He claims WAR would have had more core players, if they hadn't quit over tourist-caused issues.ĭarkfall certainly tried to keep the tourists out. But most importantly because "the tourists interfere with the core player base, and that core is weakened because of them". Because the tourists complain on the game message boards that the new game isn't WoW. Because after the tourists leave, you have to merge servers. Even if you game is then a total flop, you can still take that money and use it to develop the next game, hopefully with better success.īut Syncaine says that those 50 million dollars are bad for you. Because with your development cost already paid, you just need to make more money than it costs to run the servers to be profitable. If you then have 300,000 dedicated "core" players left, you can afford to keep your servers running. Me, being a capitalist, I was under the impression that if 1 million WoW tourists buy your PvP game for $50 each, and then notice that your game isn't for them, you'll be left $50 million richer, which probably pays for most of your development cost. Syncaine has an interesting theory about "WoW tourists": They ruin other games.
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