Posts from Heroes of Might & Magic: Olden Era - Обсуждение
In general, swordsmen, base, main upgrade, and alternate upgrade. Tier 1 unit of the Temple. For those who are tired of human heroes, here are human units, so to speak.
The hit effect is probably still a placeholder.
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
I don't know how to properly embed such videos here. I extracted it from VK, added it to the attachments, and then uploaded it to Media.
Meanwhile, it's quite ironic to call a blind troglodyte a sun defender (sorry, I couldn't resist).
because there are very few fans of this genre compared to other games, and most of them are in the CIS, lol
And if you look not at the raw numbers, but simply at profitability (because that's supposedly the point of any business), then there doesn't seem to be a problem at all.
Rather, your statistics suggest that it should be extremely profitable to make games like The Witcher 3: people are still playing it (and therefore buying it), even though the cost of supporting it at this stage is zero. To get even half of The Witcher's online numbers, strategy games, and even online games, have to constantly maintain servers, release patches, and create additional content. But again, this could be a statistical outlier; not all single-player games achieve The Witcher's level of fame.
Basically, swordsmen, a base, the main upgrade, and an alternate upgrade. Tier 1 unit of the Temple.
Прошу прощения у Arandor-а. Я слишком резко отреагировал. Просто очень люблю спорт. Извини...[/SIZE]
That's just an addition. Since you mentioned Dota, open the page with the moba games; Smait has 2.5k online, Paladins has 2.8k, and so on. Surprisingly, some unknown Hero's Land has almost 9k. Yes, Dota has 500k, but it and LoL are the only ones in the genre, which says something...
And if you look not at the raw numbers, but simply at profitability (because that's supposedly the point of any business), then there's no problem at all.
Rather, your statistics suggest that it should be extremely profitable to make games like The Witcher 3: people are still playing it (and therefore buying it), even though the cost of supporting it at this stage is zero. To get even half of The Witcher's online numbers, strategy games, and even online games, have to constantly maintain servers, release patches, and additional content. But again, this could be a statistical outlier; not all single-player games achieve The Witcher's fame.
That's how I compared popular strategy games with popular non-strategy games. And strategy games lose in any case.
In the end, no one knows how much money was invested in it. Maybe it paid off well. Maybe the developers are now struggling to pay off their loans.
But you can aim from the very beginning at the underserved audience of strategy gamers, who will basically eat up anything. Yes, you probably won't be swimming in gold (or ore, gems, timonium, or energy credits) because of them, unless you're lucky enough to be one of the chosen few. But regarding your final statement:
The thing is, not everything is. Any business is a risk of losing all your money. Publishers probably have some statistics on probabilities and will invest more where there is less risk of losing money and where they can earn at least something. I highly doubt that strategy games are on the list of low-risk, high-profit ventures; rather, the opposite.
The expected profit may be small, yes. There are no super-profitable DOTAs among strategy games.
Also, the monetization scheme itself – a person comes, buys. Or decides that it's too expensive and doesn't buy. It doesn't sound very profitable compared to "lure them in with a free-to-play game, and then once they're hooked, make them pay with microtransactions, muahahaha." Most large publishers don't want to work hard and earn little; they'd rather make one project that will be a hit and can be milked for years, and you'll just lazily add and sell skins in it.
But – if your players are lured away by competitors, then you'll be left with nothing... But in offline genres, your job is to sell it, and if you sell it well, you can also make DLC that's simpler and faster. I don't see how this can be more risky and difficult to plan; it seems more like it's just about greed.
I probably wrote it in a confusing way, but my main point is that you shouldn't expect a game to become super popular when you're making it. Investors look at Dota's stats, say "Wow, that's great, even the non-peak online is 500k, we need to jump into the MOBA genre! Let's go, faster, I'll give you money, and you'll rake it in!" – but with a 99% probability, at best, they'll end up with Smite... Which, by the way, is also one of the most popular representatives of the genre, it appears in the news, yes, but it no longer reaches the level of a mediocre strategy game (let alone a top-tier one like Civilization).
Most major publishers don't want to work hard and earn little; it's better to make one project that will be a hit and will be milked for many years, and you will lazily add and sell new skins for it.
it still seems that the problem is greed.
Now imagine the same situation, but with Smite taking the place of the strategy game, and it has 0 players online. In another genre, you might not become mega-popular, but someone will still play it.
4,983 players in-game
P.S. I don't know if there's any game in the series that was a complete flop...