Frontier Needs Money (new Dev Update from Michael).

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WoW was once in a lifetime event. Problem is there's not enough time for new MMO to engrave itself into psyche of enough players so they wouldn't move on next best thing (even single player games muddles waters quite a bit). Also popularity of franchise matters.

When WoW came out, we bought discs to install it. These days new game is just click away for 2, 5 or 10 USD in Steam sale. People jumping between games as never before.

No, I don't think I am wrong.

You are right with the Steam-effect but those players may not cover the whole playerbase a game can target.
And that's where quality comes in as a selling point over the masses of games one fills up his Steam account with.
Don't underestimate the need for a truly engaging game environment which dwarfs the other titles immediately. I guess a lot of these "jump here, jump there" players are just moving their sensors around to see where they could anchor down for a longer period and embrace a rich and supportive gameplay. Of course I can't prove this until that game comes on the stage.
ED could have been one but this is pretty much a critical period: sales may rise high but when all customers meet the game thoroughly and see what they see, it might be a turning point when they make up their minds whether they are willing to support ED more or not later on.
That's why it's important what quality ED represents when it goes for a full scale sale and wants to skim the potential market.
As it is now I wouldn't dare to say ED gets long term support. It lacks the engagement and the charm over the average title.
 
Subscriptions won't ever work in MMOs again.

Why shouldn't they work?
If there is content worth paying for, the money for subscription plays little role.

WoW was once in a lifetime event. Problem is there's not enough time for new MMO to engrave itself into psyche of enough players so they wouldn't move on next best thing (even single player games muddles waters quite a bit). Also popularity of franchise matters.


When WoW came out, we bought discs to install it. These days new game is just click away for 2, 5 or 10 USD in Steam sale. People jumping between games as never before.


No, I don't think I am wrong.

People have been downloading and "jumping" between games since the late 1990ies.
WoW had exceptional content and gameplay, in a way very few games achieve. It's still going on.

Point is, the gaming industry lies in shambles and so people are not willing to pay or play mediocre games for an extended period. It's a consequence for a lack of development both in technical terms and terms of gameplay for a decade now.
 
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I'd be happy to pay. A specially if they invent EVE pay system. Either buy IG for 1 billion credits or online for 5-10£. Addicts will play for free, normal people will pay coz they can afford. Others well... bye?
 
WoW was once in a lifetime event.

WoW wasn't the only subscription game, and it isn't the only one still going. The most successful, by a long way, obviously, but not the be all and end all of the subscription story. That aside, as others have said, if it's good enough to be worth a sub then people will pay it. I know I still would - quality has to be supremely high to be worth committing so much to one game but I'm fairly sure something will come that warrants me paying a sub.
 
WoW wasn't the only subscription game, and it isn't the only one still going. The most successful, by a long way, obviously, but not the be all and end all of the subscription story. That aside, as others have said, if it's good enough to be worth a sub then people will pay it. I know I still would - quality has to be supremely high to be worth committing so much to one game but I'm fairly sure something will come that warrants me paying a sub.

Well exactly and subscriptions being between 5 and 15 pounds per month, would we really get that value worth each month, so perhaps a 1OO pounds a years monies worth of content ... ?
 
I'd be happy to pay. A specially if they invent EVE pay system. Either buy IG for 1 billion credits or online for 5-10£. Addicts will play for free, normal people will pay coz they can afford. Others well... bye?
I never played EVE for long because of it's playtime model. And let's face it, the bridge between F2P and subs in EVE is not only too big, it's a very steep one too.
Instead, i played StarTrekOnline for a very long time. Maybe because of it's tripple currency system, which closes the gap between F2Players and PayWhales pretty nicely.
Right now, my steam library comprises of more hours of unplayed gameplay than i have hours left on earth, and maybe i will just reinstall the X-series again. Haven't played them in ages.

Don't get me wrong, though. I'd happy to invest more money into ED alongside Expansions and Skins, too. But when i do, there should be something more to buy, then just servermaintenance. Because if this game would have got an offlinemode like promised, there wouldn't be this much upkeep expenses.
 
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Well I hate to break it to you guys but, ED will be free to play eventually. Every new(ish) game that calls itself an MMO is now basically abandoning the subscription model for the new pay to play one. I've watched FD follow in every footstep these companies have walked so, I see no reason why the won't. In fact, I fully expect it in a year or less time.
 
Well I hate to break it to you guys but, ED will be free to play eventually. Every new(ish) game that calls itself an MMO is now basically abandoning the subscription model for the new pay to play one. I've watched FD follow in every footstep these companies have walked so, I see no reason why the won't. In fact, I fully expect it in a year or less time.
Some of the FTP games still have a up-front fee (i.e. ESO). I also disagree with FDev following some respected MMO vendors in any way, it looks like they are trying to make their own mistakes and mostly ignore what others did :)
 
Speaking of which, you really should make decals and paint jobs in the store a priority

This, so much this. I've been ready to throw my money at the screen for some broadened variety of paints and stickers for my ships. I want to look DIFFERENT on the ship I've spent 150+ million creds on.

I also want to look different in my tiny Imperial Courier, alas there are still not even any paints for that ship yet... :_(
 
Some of the FTP games still have a up-front fee (i.e. ESO). I also disagree with FDev following some respected MMO vendors in any way, it looks like they are trying to make their own mistakes and mostly ignore what others did :)

Lol. Thanks, I actually laughed outloud (for real) at this one.
 
How I hated they went console with this game and used a console gaming engine. Now the continued existence of it depends on the console gamers purchasing it. Hope the console players buy it, if not this game isn't going anywhere soon. Meaning we'll never see any of the features that made the originals stand out from the pack, and might be left with nothing more than a another pew pew game. Can't even remember the last time I loaded up the game, and still have no reason to do so.
 
What I can't fathom is that until this update I thought Frontier were effectively rolling in it. They reported higher than expected pc sales, they ran the £13,000 race to Elite, the Nvidia giveaway competition and had a successful kickstarter. I thought they had too much money if anything so this is quite the surprise for me...

But the dev update does not mean Frontier is somehow in trouble. Brookes writes, "The most obvious benefit comes from the income. We have chosen not to go down the route of subscriptions or 'pay to win', but we do need income to support the game, and so far most of that is coming from adding new customers, so it is in all our interests to get more people playing."

Saying "we do need income to support the game" simply acknowledges the business model here is predicated on game sales and that supporting more than one platform enhances the support the game receives from Frontier.

The long-term goal is sustainability.
 
But the dev update does not mean Frontier is somehow in trouble. Brookes writes, "The most obvious benefit comes from the income. We have chosen not to go down the route of subscriptions or 'pay to win', but we do need income to support the game, and so far most of that is coming from adding new customers, so it is in all our interests to get more people playing."

Saying "we do need income to support the game" simply acknowledges the business model here is predicated on game sales and that supporting more than one platform enhances the support the game receives from Frontier.

The long-term goal is sustainability.

Supporting 3 platforms means a lot of investment in specific coders for specific platforms. It also means a lot less updates for us.

This game will die off very quickly when No Mans Sky get released and Eve:Valkyrie.
 
Supporting 3 platforms means a lot of investment in specific coders for specific platforms. It also means a lot less updates for us.

You don't know anything about how software is developed, apparently.

There is some impact to platform-specific stuff but that's usually absorbed by the team doing the code for the underlying engine (which ought to be more or less feature-complete by now) The game-play stuff is all in code above that level and it's going to be cross-platform portable with minimal effort.

Lastly, cross-platform support helps improve the quality of software because it tends to expose bugs that manifest as platform (memory or graphics architecture) dependent failures.

But just keep on talking any old stuff that comes to your mind. This is the Internet; that's how things work here.
 
Sorry I thought I did study games art design & engineering for 3 years and went over the cons and pros of multi platform engineering. Apparently my live is a lie.
 
Supporting 3 platforms means a lot of investment in specific coders for specific platforms. It also means a lot less updates for us.

Or it means even more sales into the cross-platforms that more than pay for the additional coding of said platforms. Which means more profits for Frontier. Which means more support for all of the platforms.

This game will die off very quickly when No Mans Sky get released and Eve:Valkyrie.

Well, since I don't plan on buying any of those games, I will probably just keep playing as long as there's a server somewhere on hosting it.
 
Sorry I thought I did study games art design & engineering for 3 years and went over the cons and pros of multi platform engineering. Apparently my live is a lie.

Oh, shiver me timbers. 3 years?

Your life isn't a lie, but you're a noob.

I explained why you were wrong and you tried to throw your credentials at me. So, credentials: I was probably a professional programmer before you were born (1985) and have led development of 3 products all of which were multi-O/S from a common codebase. Since that was between 1989 and 1997, probably before you became a "programmer" Shall we continue playing this game?

Really, though. As I explained it: you write a core engine (which you need to write, anyway) that does all the graphical stuff and U/I stuff and messaging and networking. Once you have that, the team that built it can port that with new abstractions to a new platform and all the upper-level stuff just works except if there are bugs in it that are platform-dependent. Byte order isn't an issue now that Intel rules the world and nobody in their right mind writes word-size-dependent code since 64-bit CPUs started getting O/S support. So... Yeah. If you are doing a release for multiple platforms of course you need to do Q/A per platform to make sure the underlying engine correctly maps all the operations for the upper level code. But the features everyone's wanting are platform-independent. If you've got some idea in your mind that Sarah Jane Avory is writing Mac-specific AI and Xbox-specific AI and Windows-specific AI (just for example) you need to go ask your school for a refund.

The sales represented by supporting a new platform will easily cover the cost of a Q/A stack for that platform, and all the upper level features of the game's architecture will just work.

Now, normally I'd qualify that comment with something like "no real programmer worth ..." would write code that was platform-dependent, but I don't need to, really, because have you experienced the colossal impact of the Mac version on the features in 1.3? No? Me either. That's because the team that did the underlying support for the engine to run on Mac (which is basically UNIX) didn't have to re-code any higher level stuff to make it work. So, apparently FD has programmers that are not complete noobs. And, anyone who knows how software development happens would already know that becausea bunch of complete noobs wouldn't have been able to write Elite Dangerous in the first place.

Here's another thing that's kind of cool you can worry about: the theme park game is going to suck all the features out of.... Oh, no, wait, no it's not because the engineers at FD appear to have been smart enough to code the theme park game using the same underlying engine as Elite. Fancy that. The upper-level features, where the game-play is at - that's another story of course. But I suspect it's a whole different team working on that and they're glad they're not having to write the graphics code.

Anyhow... There's lots you can worry about regarding FD, but they appear to know how to develop software. Find something that's a real problem to worry about.

Or it means even more sales into the cross-platforms that more than pay for the additional coding of said platforms.

There probably is minimal cross-platform coding to do. You can be sure that the whole PowerPlay feature-set was higher level code running atop their underlying engine (I forget what it's called.. Cobra?) So it would have worked immediately on Mac(which is BSD Unix for all intents and purposes) Windows (which is --- for all intents and purposes) and Xbox (which is WINCE for all intents and purposes) If there was another operating system worth porting it to, it'd be no huge deal.

Hey here's something to worry about: what about a Playstation Port!? OMG! Teh World is ending!!!11!! No, actually, Playstation Game/OS (according to a little bird I know who worked on it) is pretty much BSD. The O/S level stuff would probably work from the Mac port, but the graphics pipeline code would need to be re-done (and once it was, the whole game would work normally) The only constraint with new platform ports is memory and that's just nature's way of encouraging FD not to write bloat-ware.

The coding of platforms isn't what this is all about: it's the coding of features and those are above the platform-specific code.
 
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I wish financial planning was as simple and as easy in my life as it was in this thread.
Sales figures noone agrees on, a statement from April and arguements over what other Companies have done and hey presto 20 pages worthof five year plans.

"A company does something to open a new revenue stream" seems pretty normal to me
"A Company that makes computer games does something to open a new revenue stream" Suddenly different?
 
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