Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Evo. RTS on Greenlight

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
4/5/2013 2:31:19 AMAUrankAdminSaktoth before revert after revert
4/5/2013 2:30:36 AMAUrankAdminSaktoth before revert after revert
Before After
1 4v4 is fine, 8v8 is the problem. 1 4v4 is fine, 8v8 is the problem.
2 \n 2 \n
3 Though the average duration (30 most recent games) of a 1v1 is 13.3 minutes, the average of a 4v4 is 18.5 minutes, and the average of a 8v8 is 24 minutes. 3 Though the average duration (30 most recent games) of a 1v1 is 13.3 minutes, the average of a 4v4 is 18.5 minutes, and the average of a 8v8 is 24 minutes.
4 \n 4 \n
5 It's not even about us being different games. It's about trying to compete with eachother within a closed microcosm for the group 'Players who play Spring games', vs increasing the size of that group through outside recruitment. 5 It's not even about us being different games. It's about trying to compete with eachother within a closed microcosm for the group 'Players who play Spring games', vs increasing the size of that group through outside recruitment.
6 \n 6 \n
7 If there were only a finite number of people who would play games on the Spring Engine and we seriously believed that we had already captured a sizable chunk of them, then it might be worthwhile to start competing with eachother. But our marketing is abysmal, our market saturation tiny, and we haven't even begun to scratch the surface on the number of people who would be inclined to play our games. If our advertising is focused externally, there is little chance that anyone who has even played Zero-K is going to run into Evo RTS, and vice-versa. Most of our potential players are 'People who have never even heard of Spring', not 'People who play Spring games'. Even if our target demographic, as a competative multiplayer open source indie RTS with an incredibly steep learning curve, is very small, there are still way more people within that demographic that have never played spring than that have. 7 If there were only a finite number of people who would play games on the Spring Engine and we seriously believed that we had already captured a sizable chunk of them, then it might be worthwhile to start competing with eachother. But our marketing is abysmal, our market saturation tiny, and we haven't even begun to scratch the surface on the number of people who would be inclined to play our games. If our advertising is focused externally, there is little chance that anyone who has even played Zero-K is going to run into Evo RTS, and vice-versa. Most of our potential players are 'People who have never even heard of Spring', not 'People who play Spring games'. Even if our target demographic, as a competative multiplayer open source indie RTS with an incredibly steep learning curve, is very small, there are still way more people within that demographic that have never played spring than that have. Even those that have are as likely to see Evo's Greenlight and go 'Oh, hey, Spring, I remember that, I'll see how it's going now' as they are to go 'Oh, Spring, already played that. '