![]() |
|
#1
|
||||
|
||||
![]()
I'm not adverse to purchasable player flyable aircraft, so long as you aren't required to buy it to fly in the same servers. Same with offline campaigns, and coop campaigns. Basically, I'm good with it if it can be done in a way that doesn't fragment the player community.
Flight sims have such a long development, and tend to be playable for so long that the $50 box, and patches for 10 years doesn't seem to me to be a very workable model, and the constant expansion packs fragment the community. I can see how a sales model based on a single engine base, with purchasable planes, campaigns, etc, especially when combined with special focus releases could produce a more sustainable business model. Problem is, I imagine it would be painful to code. |
#2
|
|||
|
|||
![]()
Sometimes I wonder why we think that sims are not a good enough market.
What do we mean by that? That it's not similar to Warcraft, where developers made hundreds of millions? I hope this is not the target, cause it's obviously a wrong one. For a rather small team, like OM's, I think that IL-2 series, with 4 paid products in 6 years (using the same original engine), made a great profit. OM and 1C know better what they want and I hope that it'll be a similar to IL-2 release model, which kept the community united in all these years. I'd hate to see a model of one hundred different releases per year, like the M$FS one. |
![]() |
|
|