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<blockquote data-quote="JiffyPopTart" data-source="post: 7861434" data-attributes="member: 4881"><p>At some point you have to branch out or you are going to run out of design space. I'm a huge Star Wars fan and lived the idea of an X-Wing minis game. Then I bought it and played it....and there was a problem. They chose to simplify the different ships down to a handful of stats, and that stat range only varied from 0-3. This caused a problem as they expanded the line because there was little to no variability in the feel of the different ships because they only had a few values to work with.</p><p></p><p>When X-Wing 2.0 released I had hoped they wod widen the range to allow finer details...but they did not so are stuck in the same hole they were before (at least in my opinion).</p><p></p><p>There isn't anything left, classwise, that is a basic trope that is going to appeal to the masses to warrant developing according to past sales standards. So you have painted yourself into a corner of "sales dictate development" which is NOT a good practice to pursue with all of your resources.</p><p></p><p>Products designed primarily because of marketing goals are good for the company but bad for the game as a whole.</p><p></p><p>Now I will shut up and wait for my Critical Role supplement to add to my Rick and Morty, Stranger Things, and Acquisitions Inc supplements because that's what the crowd wants.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7861434, member: 4881"] At some point you have to branch out or you are going to run out of design space. I'm a huge Star Wars fan and lived the idea of an X-Wing minis game. Then I bought it and played it....and there was a problem. They chose to simplify the different ships down to a handful of stats, and that stat range only varied from 0-3. This caused a problem as they expanded the line because there was little to no variability in the feel of the different ships because they only had a few values to work with. When X-Wing 2.0 released I had hoped they wod widen the range to allow finer details...but they did not so are stuck in the same hole they were before (at least in my opinion). There isn't anything left, classwise, that is a basic trope that is going to appeal to the masses to warrant developing according to past sales standards. So you have painted yourself into a corner of "sales dictate development" which is NOT a good practice to pursue with all of your resources. Products designed primarily because of marketing goals are good for the company but bad for the game as a whole. Now I will shut up and wait for my Critical Role supplement to add to my Rick and Morty, Stranger Things, and Acquisitions Inc supplements because that's what the crowd wants. [/QUOTE]
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