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D&D Online to gradually transfer from 3.5 to 4e
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<blockquote data-quote="Jhaelen" data-source="post: 4432652" data-attributes="member: 46713"><p>Well, the main problem as I see it is that D&D centers on the pcs being the heroes. They're extraodinary in every way. This is impossible in a MMO-type game where you are just one among thousands. To have a game that 'feels like' playing D&D you have to have something like Neverwinter Nights, i.e. a game you either play solo or with a couple of friends.</p><p>Well, that's what YOU think <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I think your claim is just as vague and open-ended as what I wrote.</p><p>Well, I don't know how much the development of DDO has cost, but looking at your wording you don't have any idea either.</p><p></p><p>If you got the impression my main point was about 'MMORPGs, most of which cost about tuppence and a bit of string to develop' I probably didn't illustrate my point very well.</p><p></p><p>I think it's wrong to expect making a steady profit from developing and running an MMO if you aren't prepared to invest a couple of million bucks beforehand. A low-budget MMO will most likely not be able to keep a large player base over long periods of time.</p><p></p><p>I'm a software engineer and I've actually sat down with colleagues from other departments doing some of the math after hearing about the 'magic number' of 50000 subscribers for the first time.</p><p>What we found was that, assuming a development period of about 2 years you'll start to make a profit after the first year. It's not like 'wow, we're all going to be millionaires in no time', but it's sufficiently high that it's worth doing. Make of that what you will.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 4432652, member: 46713"] Well, the main problem as I see it is that D&D centers on the pcs being the heroes. They're extraodinary in every way. This is impossible in a MMO-type game where you are just one among thousands. To have a game that 'feels like' playing D&D you have to have something like Neverwinter Nights, i.e. a game you either play solo or with a couple of friends. Well, that's what YOU think :) I think your claim is just as vague and open-ended as what I wrote. Well, I don't know how much the development of DDO has cost, but looking at your wording you don't have any idea either. If you got the impression my main point was about 'MMORPGs, most of which cost about tuppence and a bit of string to develop' I probably didn't illustrate my point very well. I think it's wrong to expect making a steady profit from developing and running an MMO if you aren't prepared to invest a couple of million bucks beforehand. A low-budget MMO will most likely not be able to keep a large player base over long periods of time. I'm a software engineer and I've actually sat down with colleagues from other departments doing some of the math after hearing about the 'magic number' of 50000 subscribers for the first time. What we found was that, assuming a development period of about 2 years you'll start to make a profit after the first year. It's not like 'wow, we're all going to be millionaires in no time', but it's sufficiently high that it's worth doing. Make of that what you will. [/QUOTE]
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