ZPVYaqyKvAfeGXQFfk (2012-04-05 03:49:11)|
Teenage female revidrs seem to tailgate more than any other group. One day I hit my brakes suddenly for no reason other than to scare hell out of the gal behind me. She was following so close I could see the color of her eyes.Anyway, I could hear her tires screeching as I watched in the mirror. She stayed far back after that.It was dumb thing for me to do since I could have caused harm to her and others. So, I won't do it again. But boy did it feel good!
X8vIuTF6 (2014-12-28 16:15:14)
I agree that we're talking about two dferfient demographics, but I think the dferfient has more to do with minimum time commitment than a specific fondness for Blizzard. In general, grouping requires longer sessions with less time AFK. Because that was far and away the most supported form of gameplay in the pre-WoW era, there was a kind of a soft-minimum time commitment required to play and enjoy the genre. By allowing solo play in WoW, Blizzard dropped the minimum time commitment for a productive game session down to almost zero. That dramatically expands the pool of potential players. If you look at the approximately 4-6 million US/EU WoW players (excluding China for more of an apples to apples comparison) versus the 400-600K subscribers for the most popular pre-WoW games, you're talking about a 10-fold increase. Some of that increase is improved quality and some of it is an undue fascination with Pandaren et al, but I'd argue that the majority of the increase (i.e. possibly 75-80% of the WoW demographic) are basically single player RPG fans who are only willing/able to play online RPG's that allow soloing. Whatever the proportion is, you're absolutely correct that those players cannot be enticed to go play games like EQ1, because those games just won't fit in player schedules. Moreover, solo play has steep quantity requirements that favor the large production values of a game launches when it's done company like Blizzard. This is why it consistently ends so poorly when a game that has no intention of devoting the majority of its resources to solo content attempts to tack on solo leveling in the hopes of cashing in on WoW players. The catch in aiming for 10% of the market (whether you choose to call that a niche or not is your call I suppose) is that you can't have 100% of the budget. The costs per user aren't exactly linear, and you could theoretically charge more if the market will tolerate it, but your developer will inevitably have fewer resources to work with. P.S. When people look back fondly on how much better/harder WoW raid content was in 2006, you have to bear in mind that 90% of the content Blizzard was adding to the game was aimed at a single digit percent of players who were able to run the toughest raids.
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