Allan Schumacher wrote...
Well, as someone that considers himself a PC gamer through and through, I actually don't typically download mods. The ones that I do are usually the interesting total conversions (like Counterstrike, and John Epler is really really trying to get me to play DayZ).
Yes, Blizzard has a reputation which helps sell games. I don't actually know how much the modding community really influences games. DayZ is probably the most interesting because it took a game that for all intents and purposes was NOT popular (ArmA II), and has made it significantly popular. I think the success of a mod like Counterstrike or Team Fortress was still buoyed somewhat by the fact that the games they were made on were very, very popular games to boot. They just sort of reached a critical mass and then suddenly the mod itself was shipping the base game.
Improved connectivity (i.e. sharing videos on youtube) I think really helps mods gain traction now than even back in 1999 with Counterstrike.
Yes, I actually heard about that mod through John too. Didn't know about it until he mentioned it. I'm thinking about picking up Arma 2 just for that mod. Steam should have a summer sale next week, so I'll see if it's on there cheap.
But anyways, back on topic. I agree with that bolded.
You're right. It's hard to say what causes major success for some of these games. But looking at DA:O, it had mod support too. Now DA2 sold less than DA:O. DA2 also didn't have a toolkit. How much do you think DA:O's success on PC was to modding? Of course, I'm speaking purely about PC when it comes to appeal/sales. The way I understand it, DA:O actually sold great on PC. Now obviously I don't think a toolkit was the deciding factor of why DA2 sold less than DA:O. But I think it's still something that contributed to that.
What I'm saying is, I think publishers/devs underrate the value at which modding increases the potential gain in sales increase. Do they have any market research that looks into this? Or have you ever seen any? Publishers/devs seem to look at PC gaming as nothing more than a niche market these days. Yet, they have huge commercial successes like Diablo 3 that prove that wrong.
The point I'm trying to make, is devs/publishers are broadening their appeal for console gaming but they're not doing it on PC anymore. Why? The market is there. I think I saw a article where EA gained almost 30% of their revenue from PC gaming. That's a huge % of revenue even though console is bigger. That's still nothing to ignore.
Battlefield 3 built itself on PC first and gave some perks to PC gamers. Look at their numbers. Battlefield always does well on PC.
You can argue it takes established franchises before PC gets out of that niche market where it shows a game can be a huge commercial success on the platform. But then I say, look at something like DA:O, which sold very well on PC and was a new IP. Bioware started their rep on PC. It's still there. I'm not saying Bioware games need to only cater to PC gamers, I'm just saying I'd like to see them throw us a few more bones on design decisions we'd prefer. If not in the console versions, at least in our PC ports. I think that would go a long way in broadening the appeal in the PC market and increasing Bioware/EA's revenue.
PC gaming isn't mainstream and the features we look for in gaming aren't the same as console. I hate generalizing but I really don't know anybody who is a average Joe that PC games. I have a PS3 and gaming PC. When I fire a game up on my PS3, I expect it to play differently than my gaming PC. Vice versa for my PC. I want ease and accessibility in my PS3 and I want a more niche experience on PC. Sometimes I just want to kick my feet back and relax on my big screen. Sometimes I want to get into the hardcore tactics of a CRPG that I can only get on PC. It seems like less and less games give PC ports the features they deserve(even small ones). They seem to be more pure console ports than anything these days...
Modifié par deuce985, 30 juin 2012 - 08:03 .





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