[R-DEV]Drav wrote:The thing is guys is that no one has made anything that really makes the C4 engine shine yet. The interior technology is mostly complete, but for instance the foliage implementation still has to go in and some of the other stuff that is quite critical to any large scale environment, but the good news is it gets improved with each release, and the guy making it is pretty switched on. So ye I agree that the demos\examples dont look that great yet, but there is great potential.....
The "world of subways" subway simulator was recently awarded "best serious game" at the Leipzig Games Festival. Another game that integrated Havok physics with C4 was recently awarded 3rd place at an Intel Game Developer contest (funded by Intel after Intel bought Havok).
[R-CON]space wrote:I agree - what is PR's playerbase atm? maybe 4000 players at the most ( though a good proportion of them fanatical players ) How egg expects to increase that to over 100 000, whilst charging for it, I don't know, but I'm sure hes got something planned.
Im also slightly puzzled why PR2 would need an income of $3 million a year to break even, when its being developed with minimal costs.
I continue to find most of your "insights" to be lacking in fact and insulting in their presumptions.
The current
unique player base for PR
in 2009 is a factor of almost 20 more than you think. Income for an indie game like PR (or for any game) will see 50% of the gross income go to the publisher. The size of team required to develop, test and manage a game like PR2 is typically going to be 20 to 25 involved in production, management and testing; and another 20 in support roles (marketing, community management, etc). That won't necessarily be significantly different for PR2. We have an idea of how we are going to manage the "sweat equity" and how that will relate to distribution of the revenue should here ever be any.
Regarding 100k "subscribers" at $30 each... That's $3,000,000 annualized. Take 50% of that and allocate it to the publisher. Take $1,500,000 and take 25% off the top for taxation, that leaves $1,125,000. For simplicity sake say there are 30 people who get an equal share of that and you get $37,500 per person income *after those people* have worked for 2 (or more) years
for free to get to where the product is capable of generating revenue.
So take that first year income and, for simplicity sake, divide it by 3 (2 years production, 1 year operations). Now you end up with about $12,500 annual income. For part time passion / hobby work that's a decent bit of change. But it's not "puzzling" as your post implies. It's pretty presumptive to think that the PR developers should continue to work for free. Why the hell should we NOT look to make a reasonable income off this?
The most successful mod title on BF42 was Desert Combat. They went on to form Trauma Studios, then got swallowed and regurgitated by EA, then went on to form KAOS Studios, develop Frontlines and have recently been contracted to develop another title. Why should the PR team not look to that sort of success as an ambition?
A lot of folks in this thread and in this community probably wouldn't pay any money for anything. Some will. Ideally we can look at a model that will appeal to both... meaning we may consider having a limited free client and another subscription based client. But regardless of the model we'll need to look at broadening the reach of PR2 outside of the existing PR community.
egg