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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#14 |
Captain
![]() Join Date: Apr 2002
Posts: 530
Downloads: 12
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I've read all the replies so far and want to keep this idea alive if possible. Many have offered reasons why it wouldn't work but if you look carefully at some of your arguments you will see you are trying to fit the idea back into the existing marketing model. No disrespect but you need to remember this would be a completely new approach in both how the sim is developed and the market that would purchase it.
For example, it would not appeal to the casual gamer because the casual gamer is not the target audience, so they should not be considered as part of the formula. Yes, a few may catch wind of the project and buy into it but that's a happy side effect. It's also an attempt to produce a highly detailed simulation that pays for itself and gives the developers/publisher a return for their effort but is not meant to be a money making machine like the console gaming market is set up. This is what is wrong with the current PC market. The publishing companies keep trying to produce titles that are essentially, "fire and forget" titles that make them money with minimal effort on their part. Get it? The users are in it for the fun. The modders are in it for the challenge and pride of accomplishment. Developers are a mixed bag. I'm sure many of them are also gamers, but I bet that's the exception...not the rule. A project of this sort would have to be embraced by people who have the passion for the resulting end product and are not concerned simply with making money.
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