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Are you kidding me? another cod this year?


adamnp

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What is the deal haha? Are they going to release 3 titles a year or what?

 

Call of Duty Black Ops - 11/9/2010

 

anyone else think this is just overkill?

 

Nope, great for the game server market, means more money we make.

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Nope, great for the game server market, means more money we make.

 

I don't really recall history achieving this...Seems to me all this has ever done in the past is migrate the users from 1 game to the next. Whilst making them spend another $60 (which could be spent on gamehosting) on the actual game.

 

I guess we shall see. Kudo's to them allowing dedicated servers this time, still not a fan of this series though.

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I don't really recall history achieving this...Seems to me all this has ever done in the past is migrate the users from 1 game to the next. Whilst making them spend another $60 (which could be spent on gamehosting) on the actual game.

 

I guess we shall see. Kudo's to them allowing dedicated servers this time, still not a fan of this series though.

 

Well that isn't the case, if that was the case there would be 0 cod 1 / 2 /3 / 4 / 5 servers.

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the glass is always half full with you derek...guess thats what I love about you. :)

 

Adam, I understand your point of view and do agree to some points of your statement, but it's simply not the case that "everyone" moves over to the new game and "everyone" leaves the old games. 75% probabaly do, but not all mate.

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Adam, I understand your point of view and do agree to some points of your statement, but it's simply not the case that "everyone" moves over to the new game and "everyone" leaves the old games. 75% probabaly do, but not all mate.

I have to agree with Derek,

 

too bad IW isn't doing black ops =/ most likely this game won't be popular compared to modern warfare 2.

 

Same developer of World at war and that wasn't bigger than modern warfare

Its a good thing IW arn't doing black ops, You saw how much of a fail mw2 is :grin:

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too bad IW isn't doing black ops =/ most likely this game won't be popular compared to modern warfare 2.

 

Same developer of World at war and that wasn't bigger than modern warfare

 

After MW2, you realy want IW to do COD BO? lololll

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  • 2 weeks later...
I don't really recall history achieving this...Seems to me all this has ever done in the past is migrate the users from 1 game to the next. Whilst making them spend another $60 (which could be spent on gamehosting) on the actual game.

 

I guess we shall see. Kudo's to them allowing dedicated servers this time, still not a fan of this series though.

 

I agree with Derek, there will always be a small segment of a game market that remains with the older version and some that leave will go back. Look at what happened to AA3.

 

The release of a new game will also increase the overall gaming market because each new game brings in a percentage of first time gamers.

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I agree with Derek, there will always be a small segment of a game market that remains with the older version and some that leave will go back. Look at what happened to AA3.

 

The release of a new game will also increase the overall gaming market because each new game brings in a percentage of first time gamers.

 

The bigger problem is getting those "few" stragglers to pay the bills, and make it worth while to continue and support said product. With each new title, you increase the amount of knowledge you need to know to still continue and provide a stellar service. You now have to learn all the knicks/knacks/configurations/addons and security vulnerabilities. You need to monitor game updates and patches, and at the same time need to spend more money to offer the product legally by purchasing the dedicated files.

 

After all this you still must alter/make new graphics, web/html work, seo work, and introduce/ realign any advertising campigns, and refbacks.

 

I'm find it curious, but definately intriguing, how all this additional work is beneficial compared with a platform where the game is continually updated, molded, and progressed upon. I understand there will still be some customers, but for the majority they will migrate each release, and each release presents the same new learning/offering curve once again.

 

While all of this definately is achievable and of course eventually will(should) become just like second nature, it to me clearly isn't any easier or less costly, which returns to the main point---Is it worth it?

 

Swat4 for instance. The game is a mess to understand, to find files/patches/updates or support. Most web articles are written in spanish, creating a major language barrier that presents problems when attempting to fix issues and configure the server to the likings and playability certain customers demand. There is a total of around 800 servers worldwide operating right now....This is not a large market, and for most this is enough to shy away from offering the title in itself, but just think if this game continually reinvented itself on an annual basis, there would be a rediculous amount of manhours spent on an insignificant customerbase. The only thing that makes this somewhat sustainable is that once you learn it, your allset.

 

Yes I understand a slew of providers don't ""Support mods or addons, or custom configurations"" however, this is something I always have provided to my customers, and this coupled with my hatred of having to spend another $50 on a reskinned engine is what leads me in this direction :)

 

This doesn't mean I wouldn't specifically offer the games myself, or disagree that there are customers to be served, but being the Devil's advocate that I am - I just simply don't agree with generating a new title on an annual basis with the expectation that your distributors/providers (GSPs) are able to provide a strong, better, more robust, and economical product for our (and thier's) end user/s.

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I just simply don't agree with generating a new title on an annual basis with the expectation that your distributors/providers (GSPs) are able to provide a strong, better, more robust, and economical product for our (and thier's) end user/s.

 

 

It called a sustainable product life cycle. A company must release new versions of their products because of the products life cycle.

 

After a game is released and the introduction stage of the life cycle is over sales will grow rapidly. Then the game enters the maturity stage where sales level off and start a small decline. Finally the game enters the decline stage of the life cycle where sales drop rapidly. Depending on the game this entire life cycle can last a few months or take several years.

 

A company will try to time the release of a new game prior to the old game entering the decline stage of the product life cycle. That is why you see multiple releases in the same year. It is all about maintaining revenue levels. The frequency of the releases will be based on the estimated life cycle of the current product.

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It called a sustainable product life cycle. A company must release new versions of their products because of the products life cycle.

 

After a game is released and the introduction stage of the life cycle is over sales will grow rapidly. Then the game enters the maturity stage where sales level off and start a small decline. Finally the game enters the decline stage of the life cycle where sales drop rapidly. Depending on the game this entire life cycle can last a few months or take several years.

 

A company will try to time the release of a new game prior to the old game entering the decline stage of the product life cycle. That is why you see multiple releases in the same year. It is all about maintaining revenue levels. The frequency of the releases will be based on the estimated life cycle of the current product.

 

 

...and the company releasing the titles can dictate that schedule. There is no reason for it. Make your games more interesting, and spend more time delveoping it so thier "life cycle" isn't 9 months. It's like a dollar menu burger..Junk, just put out there to sell and bring in revenue. There is no quality, there is no dedication, and there is no blood sweat and tears...Just $ on the mind, and in the long term, ripping the customer off.

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...and the company releasing the titles can dictate that schedule. There is no reason for it. Make your games more interesting, and spend more time delveoping it so thier "life cycle" isn't 9 months. .

 

This is where you are off target. The consumer dictates the product life cycle. The life cycle is driven by the consumer demand curve. The company knows through market research and prior sales records how long they can expect a product to take before it enters the declining stage of the life cycle. Prior to the current product entering the declining stage they must develop, market, release, and allow the new game to reach the maturity stage.

 

There is no quality, there is no dedication, and there is no blood sweat and tears...Just $ on the mind, and in the long term, ripping the customer off.

 

Let me let you in on a little business secret. It is always about the money. A business exists to make money. They do that by identifying a consumer need or demand and provide a product or service to fill that need or demand.

 

Even not for profit companies have to make money.

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