VanceIX said:
I see what you're saying about skill and grinding. But there needs to be a good balance. In many online games today, it takes anywhere between 40-80 hours to get to the top level and get the best perks. Most of these games don't allow you to buy the perks from the get-go, you have to earn them. I'm a college student, so I don't have time to game 24/7 or grind out a lot either. But I fully expect to have to work my way to the top, not buy my way there, even if it means putting in just a few hours in the weekend. When you have to pay $100+ dollars just to get out of the starter ships, that's too much pay-to-win, and it encourages monetizing all aspects of the game. I don't mind the model in, say, free-to-play MMOs. The devs have to make money after all. In games like Star Citizen though, they could easily sell minor incentives like special ship decals/colors, or interior decorations for the hangar or ship, or cosmetic body kits to deck your ship out in. Instead, they decided to milk the fans for all they had by charging hundreds of dollars for in-game ships. |
Most games are a 1 character MMORPG type game though. Compairing that to a startship MMORPG would be in reality like maxing out each class i'd think.
Additionally... are you sure you've got the economics of this down?
This is going to be the most demanding MMORPG like game out there... so it's probably going to need some serious servers.
Plus... decals and cosmetic items aren't likely to be able to fund the graphics models needed to support expansions. Which are the only way to keep your MMORPG alive.
You can keep releasing new kickstarters... but why be so clunky when basically, a new kickstarter would just be the same thing as an in app store but more rigidity in rewards?