Because tone of voice ISNT conveyed via posts…
I am pro WHs success. I wish you all the very best.
My reason for not having the DLC now is simply one of keeping my game optimal.
I see major value in ANY DLCs that expand the gameplay and player agency in a game I will clock up thousands of hours in.
Value has never been my concern. (You give me that aplenty)
The general public will use an attatched cost to the DLC as criteria to mark it by, and I truly believe letting this one out the gate ‘unpolished’ and not having aimed for an eleven (Or at least 8s) as the review scores was a very missed opportunity.
One I believed that livechat was going to make right.
Why-? Because everyone was going to be watching!
We just needed reassurance
Explaining with one sentence “we like to polish all our products and look forward to delivering more”…
As silly as it sounds,… some form of accountability gives trust…
(Just cause I want to plug Des’ work so much)
《Cause it didnt fit with flow 100%, sideways…》
Squandered opportunity where three weeks of more polish and having valuable feedback from a core audience (well represented here on your own games’ forum) could have netted this game a much stronger reception.
Because it still can, I figured it would be Warhorse’ top priority right now to restore consumer trust.
A core part of your audience, myself included, believe you will deliver- I’ve seen too much constant dedication to think otherwise-… but people on the fence and uncommited to a purchase, and trying to understand your product might want to read about it, and when they do they need to understand your vision.
Obviously the new DLC will be worked upon.
That isnt my issue.
My issue is your need to make the easy money.
If you have to work for breadcrumbs, then voice talent and soundtrack recordings and all the stuff that makes this product so grand become unaffordable in similarly grand ways.
If your base unit sales, worth considerably more money, were in any way your main focus- all press and DLC release would be tiered as such.
Increased base product sales net more income that the DLC is likely to EVER achieve.
Make the DLC great and the base product sales will increase too. (If only for attracting a wider audience from DLC offerings)
At the risk of repeating myself:
increase BASE UNIT sales is where the focus should be, obviously more playerbase is more sales FOR ALL future DLCs
Heres a page out of Des’ book cause this stuff works:
I see value in what your studio is making.
Wouldnt have voted for you (with my wallet) if that wasnt so.
My question on these forums was to guage how your livefeed came across, and whether a few key points were addressed/handled.
I understand we are in PR mode presently.
If you’re missing opportunity to sell more product and be creatively more free because of the increased financial position; then I want to help.
Consensus around the web seems to be that livefeed came off as a glorified add.
Now selling into any given culture is a ‘thing’, many books written on that topic.
Much of what is being shared, if presented SLIGHTLY differently (choice of words can really matter), would make for a really strong presentation. Even with an unfinished/polished product.
It is about selling to customers based on the way they buy.
To quote Des Hunt people buy two things:
The answer to a problem
These forums can net a community fostering both.
Put us monkeys to work.
We can build four core teams (one for each platform, and a control with all platforms represented) and we would give viable feedback.
For the token cost of letting us have DLC a bit early (and any requisite game patch that goes with it) the product wpuld improve and an knformale survey about our feelings towards it could give a few suggestions.
For a few hundred $ (eg value of proposed DLCs) for just a few fans from ‘all the walks’ to give unprecedented forum utilisation would be a postive flow on for the community here.
And we are the best free press you can rent.