![]() ![]() I don't know anything about the KB development environment but I know mods can be made by knowledgable users. ![]() I just like figuring out all the viewpoints of a problem. Maybe most players of KB are old timers who want Difficult+ and they leave the new players to other Real Time and high adreniline games. This is all made up and numbers lie and your results may vary. If I were the boss, I'd focus the developers on keeping the 95% happy especially since they're more llikely to give up easily and tell everyone they know that The Gray Side was no good because the dialogs said the wrong things or they kept getting clobbered on Easy. Impossible+ accounts for 05% or $40,000 of profitĪll other Difficulties account for 95% or $760,000 of profit Overhead: mostly personnel costs, 80% = $3, 200,000 Difficult+ players buy one game like everyone else.īogus case study - New KB game The Gray Side:ġ00,000 copies sold at $40 a copy = $4,000,000 Do they play the game more often? Until everything becomes a subscription service or pay-as-you-play, it doesn't matter to the company owners and developers. They are also more likely to buy the game when it is first available at a higher cost than the others. Also, those 10% Impossible players may play 30 times more often than the others. The numbers fluctuate as players improve. The point, from a business perspective, is to weight the cost of tweaking Difficulty versus increased revenue to cover that cost.ġ0% Impossible (5% of which need Impossible+) I doubt if Steam could or would tell the % from their data. We could take a poll but it would be skewed as veteran repeat players are more likely to read forums, see and take the poll, etc. It would be interesting to know the % of players who feel the game is too easy on impossible. WARNING - NO SPOILERS but bogus business analysis follows: ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |