1 |
What Mauran said.
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1 |
What Mauran said.
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2 |
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2 |
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3 |
Aside from all our balance and design guidelines, our longterm goals are essentially to get more players and increase the stability of the game and the engine (Pathing, desyncs, performance, ATI bugs etc).
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3 |
Aside from all our balance and design guidelines, our longterm goals are essentially to get more players and increase the stability of the game and the engine (Pathing, desyncs, performance, ATI bugs etc).
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4 |
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4 |
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5 |
Getting
more
players
is
essentially
about
throughput
and
retention:
Getting
more
views
and
then
turning
those
views
into
players.
To
get
more
players,
we
need
to:
Get
featured
on
blogs,
news
sites,
review
sites,
aggregate
sites,
etc.
Improve
the
quality
of
the
website
to
offer
a
visually
appealing,
positive
impression
of
the
game.
Have
more
and
better
produced
video
content.
Ensure
the
install
process
is
streamlined
and
easy
for
all
users
(
Linux,
ATI,
etc)
.
Improve
the
look
of
the
lobby,
so
that
it
doesn't
look
like
windows.
Have
a
robust
singleplayer
experience
with
tutorial-through-play,
a
campaign,
voice
acting,
etc.
At
some
point
get
more
money
through
Kudos
(
Or
maybe
Kickstarter,
but
really
both)
so
that
we
actually
have
a
revenue
stream
we
can
do
something
with
(
Very
few
game
development
companies
work
with
$0
on
advertising
etc-
but
we
need
a
way
to
figure
out
how
to
use
it
best
as
well)
.
|
5 |
Getting
more
players
is
essentially
about
throughput
and
retention:
Getting
more
views
and
then
turning
those
views
into
players.
To
do
this,
we
need
to:
Get
featured
on
blogs,
news
sites,
review
sites,
aggregate
sites,
etc.
Improve
the
quality
of
the
website
to
offer
a
visually
appealing,
positive
impression
of
the
game.
Have
more
and
better
produced
video
content.
Ensure
the
install
process
is
streamlined
and
easy
for
all
users
(
Linux,
ATI,
etc)
.
Improve
the
look
of
the
lobby,
so
that
it
doesn't
look
like
windows.
Have
a
robust
singleplayer
experience
with
tutorial-through-play,
a
campaign,
voice
acting,
etc.
At
some
point
get
more
money
through
Kudos
(
Or
maybe
Kickstarter,
but
really
both)
so
that
we
actually
have
a
revenue
stream
we
can
do
something
with
(
Very
few
game
development
companies
work
with
$0
on
advertising
etc-
but
we
need
a
way
to
figure
out
how
to
use
it
best
as
well)
.
|
6 |
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6 |
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7 |
Zero-K has won the war on being popular for a long time. We've been around for years, Spring has been around for longer, I'm proud of our longevity. Few obscure online-only games don't last more than a couple of years before their servers are all empty, if that long. What we really want is to go viral, get the kind of attention that PA, DF, Overgrowth, etc get. Even modest success here would swell our playerbase.
|
7 |
Zero-K has won the war on being popular for a long time. We've been around for years, Spring has been around for longer, I'm proud of our longevity. Few obscure online-only games don't last more than a couple of years before their servers are all empty, if that long. What we really want is to go viral, get the kind of attention that PA, DF, Overgrowth, etc get. Even modest success here would swell our playerbase.
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