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What is the Price of (Not) Trusting a Game Developer?

17 August 2010 | 3 Comments » | Ronix

StarCraft 2 recently came out and sold one million units on day one. Analysts predict that this figure will increase somewhere between five to seven million units sold by December 2010, and those estimates are conservative. When faced with this information, people often shrug and say something to the effect of, “It’s Blizzard, what did you expect?”

Gamers are so accustomed to associating success and quality with the blue Blizzard logo that we are willing to spend money on their products without giving it too much thought, knowing that polished gameplay and high production values come with the package.

Only a minority realize that this widely accepted view is the result of a lot of money and effort spent on Blizzard’s behalf. The company pays an extraordinary amount of attention to the way it is perceived by customers and has managed its reputation so well that most of them believe Blizzard is simply unable to release a bad game.

How many of you have heard of Warcraft Adventures: Lord of the Clans? Probably not many because this point-and-click adventure based on the Warcraft universe was canceled. After a year of intense development, magazine interviews, press tours and built-up hype, Blizzard decided that the game was just not good enough. Fans were in uproar, and an online petition to resurrect the game was formed mere hours after the announcement hit. Blizzard responded to the community but remained adamant in the company’s decision, citing that the game did not provide enough value for their customers and that the company would not sell out on the quality of their games. Continue Reading

The New Breed Of F2P Games

11 August 2010 | 9 Comments » | Ronix

The touted free-to-play model has traditionally been associated with a less-than-polished experience, dull game mechanics, and the overpowering influence of a cash-shop. Most F2P games have already enjoyed success in their domestic market, and there isn’t much of an incentive to adapt the experience for overseas players. In the vast majority of cases, the transition to the West seems like an afterthought or an attempt at gaining some easy money. However, the last two years have become a sign of change for the free-to-play model and the quality of games associated with it.

In 2009, Turbine announced that Dungeons and Dragons Online was going free-to-play. This triggered a wave of horror in the gaming community as doomsayers claimed the game was destined to close its servers for good. When DDO emerged from this transformation stronger than ever, it also signaled the first signs of change for the business models associated with MMOs in the West. Since that time, more and more developers seem willing to experiment with different ways of monetization.

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