af_2017 wrote: ↑Sat, 31. Dec 22, 13:02
A piece of criticism here:
1. it is really not clear reasons to keep this DLC in secret for last half year.
2. we still don't know when it will be released; 1 January and 31 December are both in 2023.
I assume that keeping terms in secret could be explained by unexpected delays and underestimating. Saying "we plan to release it at Q2 2023; but can postpone in case of difficulties" is quite OK and understandable.
Keeping scope of features also can be kept in secret just for cases when development can stuck and thus plans could change.
I can accept this.
But adding new sectors/wares/ships/factions already was performed and not once. This is not new and the process is established already.
Fair points and I am neither condemning or defending egosoft but simply commenting in a conversational manner that although the X series have a unique niche and egosoft does not need to protect itself against copycat productions, which suggests secret keeping like this really only has one purpose, to raise curiosity and anticipation, which is on the one hand dramatisation and on the other, marketing... the flip side of that is that practically speaking, behind the scenes there are probably a lot of factors which have to be prepared before a DLC launch can proceed and those managing it won't want to look uncertain about their own production by changing their launch predictions as that might reflect on the perceived value of the product, so naturally they give themselves a long window. It seems likely we will only get a specific date when the code is ready to launch, which IMHO is fine.
My guess is its a bit of both. Marketing dramatisation can be a bit like pantomime, where the audience is getting excited shouting "its behind you" and enjoying themselves in a way that when they leave the theatre they will say they had fun, meaning others will want to come and see the show, though when the show is done its over, just a memory. Yet while a memory can sell its cause, it can also change a mind and through the mind a life and through a life the world.
With games marketing what matters to me as a player is that development addresses playability, which is also good marketing, because people will say it is worth playing if it satisfies their purpose in buying it rather than making them feel like victims of hype, which is worth nothing except as an object lesson in what not to buy.
My guess is that development managers know there is a balance to be struck between dramatisation with eyecatching content and the satisfaction of a well supported play experience, which they have to get right. The point I am trying to make is that I think Tides went too far into dramatisation without supporting the play experience which I dont think will work as a business model in the long run because its not "sustainable". Yes you can raid the audience for a quick return but in so doing you lose some of the audience.
IMHO there is another reason to care about the interface and that is the gift to posterity. This is the era of technological infancy, which is formative, like the ancient Greeks had massive influence on the development of philosophy due to the fact they were among the first recorded rationalists and the survival of their thoughts in written form became a guide to others, in the same way the development of software today is setting the precedent for the ages to come. Generations of software are built on the preceding generation. What egosoft creates now will have an influence in the future and I would encourage them to consider the long game and do their very best to get some satisfaction out of that for themselves. Its not all about the money.