An audience is easier to lose than they think
An audience is easier to lose than they think
I voted 10% because the only thing they learned is how to repackage it to us in a way that will fool us into thinking it's worth the price. something like that
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
The main thing they have learned? That no matter how bad the content, and how little there is, there are still millions of people willing to give them $180 a year for it. And still pay for new content at the end of it.
I believe P T Barnum did a study of the phenomenon.
When challenging a Kzin, a simple scream of rage is sufficient. You scream and you leap.
Originally Posted by George CarlinOriginally Posted by Douglas Adams