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Can the d20 system be computerized for online gamers
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<blockquote data-quote="Oberton" data-source="post: 777147" data-attributes="member: 153"><p>Can the d20 system be computerized for online gamers and the massively multiplayer online gaming community (MMPOG)? Here are a few figures to consider, sony’s cash cow called EverQuest currently has 432,000 players who shell out 12.95 a month to play this game. That is a MONTHLY gross revenue of $5,594,000.00 . That is no chump change folks and with online console gaming beginning to show promise, their version of EQ for the PS2's could bring in similar revenues. Now, with such promise there is great risk, just look at EA games and their failure to capture the market. They were the first to hit the market with MMPOG’s such as Ultima Online, but their management just has not had the back bone required to really push their initial lead. Thus, they are now considered a second rate contender. </p><p></p><p>What I believe is lacking for online gamer is the generic rule set that they can learn once and use across a broad spectrum of multi-genera game worlds and themes. I believe the adoption of the d20 system by pen and paper players predicts the adoption we would see from online gamers who would not have to relearn core game systems and could use their knowledge in a space game or a dungeon crawl type of game. The pay off would be a huge following of loyal subscription based players! So let us just assume a few numbers here. If d20 based MMPOG’s could pull even half the numbers of EQ a gross revenue would be: 216000 subscribers paying 12.95 a month resulting in a monthly income of $2,797,200.00 or a yearly income of 33,566,400.00…</p><p></p><p>Just something to think about!</p><p></p><p>One more thing, one of the core problems with EQ has been that it is targeted towards the power gamer. The casual player is left out or can never hope to get about level 30 with out serious commitment in time. A larger market segment is out there, but the time required to play EQ has to date, limited their growth potential.</p></blockquote><p></p>
[QUOTE="Oberton, post: 777147, member: 153"] Can the d20 system be computerized for online gamers and the massively multiplayer online gaming community (MMPOG)? Here are a few figures to consider, sony’s cash cow called EverQuest currently has 432,000 players who shell out 12.95 a month to play this game. That is a MONTHLY gross revenue of $5,594,000.00 . That is no chump change folks and with online console gaming beginning to show promise, their version of EQ for the PS2's could bring in similar revenues. Now, with such promise there is great risk, just look at EA games and their failure to capture the market. They were the first to hit the market with MMPOG’s such as Ultima Online, but their management just has not had the back bone required to really push their initial lead. Thus, they are now considered a second rate contender. What I believe is lacking for online gamer is the generic rule set that they can learn once and use across a broad spectrum of multi-genera game worlds and themes. I believe the adoption of the d20 system by pen and paper players predicts the adoption we would see from online gamers who would not have to relearn core game systems and could use their knowledge in a space game or a dungeon crawl type of game. The pay off would be a huge following of loyal subscription based players! So let us just assume a few numbers here. If d20 based MMPOG’s could pull even half the numbers of EQ a gross revenue would be: 216000 subscribers paying 12.95 a month resulting in a monthly income of $2,797,200.00 or a yearly income of 33,566,400.00… Just something to think about! One more thing, one of the core problems with EQ has been that it is targeted towards the power gamer. The casual player is left out or can never hope to get about level 30 with out serious commitment in time. A larger market segment is out there, but the time required to play EQ has to date, limited their growth potential. [/QUOTE]
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