Vhaeyne wrote: » I did not pre-order New World because things have been changing so much, the game is just unpredictable. It is the opposite of Mortal Online 2 and Pantheon in that I know what those games are and I have no fucking idea what New World will be. I am thus too worried about not liking it to even deal with it. Ashes is consistent enough at a glance that the ambiguity that is there is harder to deal with when you realize it's there.
Mortal Online 2 is a next generation, first-person, sandbox MMORPG set in a fantasy world. In Mortal Online 2, players are never truly free from danger. There are no specific PvP or safe zones, only an open, realistic world where you are free to choose your own path. Experience true, real-time combat where outcomes are decided by skill rather than levels or gear. Build your own house, create a guild, construct a keep and forge an empire. With enough power, violence or diplomacy, you and your allies may rule an entire nation. Mortal Online caters to players of all shapes, sizes and playstyles. Become a legendary crafter whose goods are traded across the globe. Study the art of combat and become a famous warrior. Explore areas never before seen by other players. This is a world where your individual reputation is everything. No matter what path you decide to take, people will recognize you by the impact you’ve made on the world.
Dygz wrote: » Based on that quote, I am in their target audience, but there are flags that I wouldn't be very interested in the game - which makes sense since I haven't played it. First-person, sandbox...I don't particularly find either of those appealing. Choose your own path doesn't necessarily sound appealing. Skill rather than levels (and gear) doesn't sound appealing for an RPG. I want to ever quest and experience a never-ending story.
Mortal Online caters to players of all shapes, sizes and playstyles. Become a legendary crafter whose goods are traded across the globe. Study the art of combat and become a famous warrior. Explore areas never before seen by other players. This is a world where your individual reputation is everything. No matter what path you decide to take, people will recognize you by the impact you’ve made on the world.
Dygz wrote: » And you keep trying to narrow it down it to to whatever your vision is of the target audience. The Ashes target audience - who the devs are designing systems for- is considerably broader than you want it to be.
Dygz wrote: » Everyone in the forums believe they are a part of the target audience.
akabear wrote: » I think if NW is able to provide meaningful updates and build the base game successfully from what they have now well, then they will be a strong contender for drawing away a portion of the player base from many mmorpg`s, including AoC. They have a 2-3 year head start on AoC.
Vhaeyne wrote: » It's not that I keep trying to narrow down the target audience. The game's stated systems should be doing that on its own inherently. The problem is that we have contradictory statements from Intrepid that artificially expands the target audience to include people that will hate Ashes.
Vhaeyne wrote: » You stated early in this thread that everyone here is the target audience: Dygz wrote: » Everyone in the forums believe they are a part of the target audience. This has been demonstrated to not be true.
Vhaeyne wrote: » Only a handful of people have participated in this thread, and many of us are in here scratching our heads wondering if we are going to be in the target audience or not?
Vhaeyne wrote: » I don't know how you don't see the confusion as a problem. Especially in a climate where MMORPGs fail due to struggles to find their target audience. Which was part of the problem Jahlon was highlighting when he made the video that spawned these threads.
The problem is that we have contradictory statements from Intrepid that artificially expands the target audience to include people that will hate Ashes.
Nerror wrote: » I am part of the target audience. Why? I have a credit card and I am willing to pay good money for a good MMORPG experience. The main feature that makes me believe in a good MMORPG experience in Ashes is the node system, with all it's derivative systems. I want to build up a good node, while destroying all competing nodes.
CROW3 wrote: » Nerror wrote: » I am part of the target audience. Why? I have a credit card and I am willing to pay good money for a good MMORPG experience. The main feature that makes me believe in a good MMORPG experience in Ashes is the node system, with all it's derivative systems. I want to build up a good node, while destroying all competing nodes. Just to be a pedantic ass. There's a difference (from a product perspective) between a customer (a consumer that purchases your product) and a targeted customer (a specific segment you are intentionally pursuing to purchase your product). For instance, a list of feature updates will be prioritized based on the segments they are targeting, not based on all customer feedback. That's not arguing whether you are or are not part of the target audience (I personally would say you are). I just wanted to make the point above. </pedantic asshat-ery>
JustVine wrote: » Anything. It's like if Strickland Propane said 'our target audience is anyone who buys propane and propane accessories.' No Dale, your target audience is 'people with grills'.
Azherae wrote: » If Ashes isn't good, then Wayward Realms will do it. If Wayward Realms fails at it, another will pop up with it. If not them, someone else. The fact that Steven was the first to commit to it is great and if the rest of the game suits a sufficient amount of people, then it will absolutely hold onto its pioneer spot. But it's not as if this will be some 'completely unique' thing, especially once people see how Intrepid does it and start basic reverse engineering the design. It looks like just tiled weighting with architectural limits. I have a literal equation for this already that I use for a Tabletop.
Azherae wrote: » The Node system, while great, and 'amazing that no one has actually implemented it before now on a big scale', is not hard to design, it's only moderately hard to implement. If Ashes isn't good, then Wayward Realms will do it. If Wayward Realms fails at it, another will pop up with it. If not them, someone else. The fact that Steven was the first to commit to it is great and if the rest of the game suits a sufficient amount of people, then it will absolutely hold onto its pioneer spot. But it's not as if this will be some 'completely unique' thing, especially once people see how Intrepid does it and start basic reverse engineering the design. It looks like just tiled weighting with architectural limits. I have a literal equation for this already that I use for a Tabletop. Are you saying 'you will play Ashes even if you like Wayward Realms gameplay better'? Or just 'any game with a Node system includes you in its target Audience'?
CROW3 wrote: » Just to be a pedantic ass. There's a difference (from a product perspective) between a customer (a consumer that purchases your product) and a targeted customer (a specific segment you are intentionally pursuing to purchase your product). For instance, a list of feature updates will be prioritized based on the segments they are targeting, not based on all customer feedback. That's not arguing whether you are or are not part of the target audience (I personally would say you are). I just wanted to make the point above. </pedantic asshat-ery>
Nerror wrote: » I know, I was being rather tongue-in-cheek with that first part
Nerror wrote: » Steven and Intrepid doesn't strike me as a company that sat down and designed a game based on a target audience other than themselves. It's closer to the whole "build it and they will come" way of doing things. To oversimplify things perhaps, the only real target audience is Steven. He just hopes other people will like it in numbers big enough to have an mmorpg for him to enjoy, and for him to make some money too I am sure.