Keeping people playing an MMO game is less expensive than acquiring new players, they said. Instead, they decided to aim for the core audience of the MMO genre first, then build on that by acquiring new players. That meant careful innovation, building the game on a large scale, and merciless editing in the development cycle.ĭickinson and Vogel said that BioWare couldn’t recreate the genre just to say they had innovated. In order to create a game worth playing, he said, BioWare had to build something that gave players real value for their subscription dollars. Join gaming leaders live this October 25-26 in San Francisco to examine the next big opportunities within the gaming industry.
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