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No Macs? Holy crap did WotC do the math wrong!
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<blockquote data-quote="WizarDru" data-source="post: 3781180" data-attributes="member: 151"><p>I'd say it was a competitive advantage for Blizzard in the Mac realm, certainly....developing a MMORPG for the underserved Mac market. I mean, other than WoW, the only real large-scale MMO for the Mac is Everquest I (!) or Second Life...and the EQ Mac version arrived four years after EQ's launch and lacked some of the core features. WoW is unique in doing a simultaneous client launch....but Blizzard has a long-standing history of doing this with all their products. This is why they are always best-sellers on the mac side, as their one of the few companies that releases A-list titles on the mac, and day-and-date of the PC releases, to boot. This is very rare, though.</p><p></p><p>The market is also vastly different for MMORPGs versus pen-and-paper RPGs. D&D is the 800-lb. gorilla, as I'm sure you know better than most, Charles. Whither WotC, so goes the industry (and hence a large portion of the kerfluffle about 4e is the fact that everyone has to react to WotC's move, like it or not). In the MMORPG realm, there are MANY competitors, and the success of WoW came as much of a surprise to Blizzard as anyone else. No one expected it to have such phenomenal success, especially with established successes in place like Everquest and Lineage. WoW's dominance of the market was not assumed at launch...in fact it was widely viewed as possibly being too-late to the party to make a meaningful dent. That seems ludicrous in hindsight, but at the time, there was no guarantee of success for Blizzard.</p><p></p><p></p><p></p><p>No, but being friendly to USING macs isn't the same as being friendly to DEVELOPING on macs. And I don't know what kind of development team WotC has in-house, if any...but I'm guessing the availability of mac-specific developers and associated cost <em>may</em> be a factor...but I'm generally pretty ignorant of the market in this regard. One could validly argue that if they went with a browser-based solution they wouldn't have to worry about that, but there are drawbacks to that approach...and frankly without knowing what data WotC has at it's fingertips and what criteria they're planning by, I can't say how wise the decision is to ignore Macs.</p><p></p><p>I still maintain, however, that Mac users have long experienced this sort of treatment. Seeing as how Apple was founded on the backs of the computer hobbyist and amateur developers and clubs, this isn't that surprising. People will find a way, if they desire a solution badly enough...the open-source movement is a pure example of that. I wouldn't be typing this in FireFox right now if it didn't. <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=":)" /></p></blockquote><p></p>
[QUOTE="WizarDru, post: 3781180, member: 151"] I'd say it was a competitive advantage for Blizzard in the Mac realm, certainly....developing a MMORPG for the underserved Mac market. I mean, other than WoW, the only real large-scale MMO for the Mac is Everquest I (!) or Second Life...and the EQ Mac version arrived four years after EQ's launch and lacked some of the core features. WoW is unique in doing a simultaneous client launch....but Blizzard has a long-standing history of doing this with all their products. This is why they are always best-sellers on the mac side, as their one of the few companies that releases A-list titles on the mac, and day-and-date of the PC releases, to boot. This is very rare, though. The market is also vastly different for MMORPGs versus pen-and-paper RPGs. D&D is the 800-lb. gorilla, as I'm sure you know better than most, Charles. Whither WotC, so goes the industry (and hence a large portion of the kerfluffle about 4e is the fact that everyone has to react to WotC's move, like it or not). In the MMORPG realm, there are MANY competitors, and the success of WoW came as much of a surprise to Blizzard as anyone else. No one expected it to have such phenomenal success, especially with established successes in place like Everquest and Lineage. WoW's dominance of the market was not assumed at launch...in fact it was widely viewed as possibly being too-late to the party to make a meaningful dent. That seems ludicrous in hindsight, but at the time, there was no guarantee of success for Blizzard. No, but being friendly to USING macs isn't the same as being friendly to DEVELOPING on macs. And I don't know what kind of development team WotC has in-house, if any...but I'm guessing the availability of mac-specific developers and associated cost [i]may[/i] be a factor...but I'm generally pretty ignorant of the market in this regard. One could validly argue that if they went with a browser-based solution they wouldn't have to worry about that, but there are drawbacks to that approach...and frankly without knowing what data WotC has at it's fingertips and what criteria they're planning by, I can't say how wise the decision is to ignore Macs. I still maintain, however, that Mac users have long experienced this sort of treatment. Seeing as how Apple was founded on the backs of the computer hobbyist and amateur developers and clubs, this isn't that surprising. People will find a way, if they desire a solution badly enough...the open-source movement is a pure example of that. I wouldn't be typing this in FireFox right now if it didn't. :) [/QUOTE]
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