AzureBlaze
Sep 28, 2012, 12:09 AM
Forward thinking post incoming:
Clearly, the game is soon getting a World release. Clearly that release is several months after the JP one. It's a "sprinkle content onto people to get money" game, which is all well and good. But where is the line going to be drawn when it's utility VERSUS content?
Content for SURE includes:
Costumes
Scratches
Room fun stuff
Holiday specific fun
Sprinkling the story along
Level caps
Utility for SURE includes:
Fixes
Things like normal tundra from day 1
Franka being fixed from day 1
Loosening the time limit on some quests
Where are thy going to draw the line on the 'iffy stuff' though for the World release?
What counts as like a generalized game improvement (Not having tundra available normal mode made everyone complain because it got dull being trapped in the cave for X levels--which is where a lot of people quit to "more fun games") It's just good sense to have tundra normal from day 1.
You can also doubt you'll get 24 hour Franka's EXP craaaazy sale blowout that people were monetizing / free lvling off of like fiends.
Iffy things for you to pick at:
Emergency codes: Will the FULL variety of them be available from the start, or will we just get city for a month or 2?
Banthers: Will these guys hog all the emergencies like they did when they were first out? Will they still roll it like "you have to beat them in emerg. to get them in the regular level"?
Will they feel a need to drop MORE clothing MORE quickly because the customize-your-guy games in the world wide / USA provide fiercer competition?
TEAMS - Do you think they, and their team rooms are utility or content? Will World game open with team-ability engaged? (It would be smart if it did...)
Ship moving- ?
The trade in your cash stuff shop?
The logical thing to do would be to literally "step up their game" but how far do you push it for world release? There has to be an ideal line on which to sit, that the game will really shine among others, but without dumping too much in that either JP rages, or the pay stuff becomes paltry or too sparse.
Why?
Because some of the "Big Updates Yay!" have consisted of utility or fixes like opening mines to normal players, and implementing teams. When those are day 1'd, something else must land in the 'update slot' they would have had. Holidays don't count because if it's jan 2013, Vday, white day & Easter will fulfill the holiday fun quota. This is all in the mindset that they are actually turning over a real new leaf.
What do you consider utility, and what works better as content?
Clearly, the game is soon getting a World release. Clearly that release is several months after the JP one. It's a "sprinkle content onto people to get money" game, which is all well and good. But where is the line going to be drawn when it's utility VERSUS content?
Content for SURE includes:
Costumes
Scratches
Room fun stuff
Holiday specific fun
Sprinkling the story along
Level caps
Utility for SURE includes:
Fixes
Things like normal tundra from day 1
Franka being fixed from day 1
Loosening the time limit on some quests
Where are thy going to draw the line on the 'iffy stuff' though for the World release?
What counts as like a generalized game improvement (Not having tundra available normal mode made everyone complain because it got dull being trapped in the cave for X levels--which is where a lot of people quit to "more fun games") It's just good sense to have tundra normal from day 1.
You can also doubt you'll get 24 hour Franka's EXP craaaazy sale blowout that people were monetizing / free lvling off of like fiends.
Iffy things for you to pick at:
Emergency codes: Will the FULL variety of them be available from the start, or will we just get city for a month or 2?
Banthers: Will these guys hog all the emergencies like they did when they were first out? Will they still roll it like "you have to beat them in emerg. to get them in the regular level"?
Will they feel a need to drop MORE clothing MORE quickly because the customize-your-guy games in the world wide / USA provide fiercer competition?
TEAMS - Do you think they, and their team rooms are utility or content? Will World game open with team-ability engaged? (It would be smart if it did...)
Ship moving- ?
The trade in your cash stuff shop?
The logical thing to do would be to literally "step up their game" but how far do you push it for world release? There has to be an ideal line on which to sit, that the game will really shine among others, but without dumping too much in that either JP rages, or the pay stuff becomes paltry or too sparse.
Why?
Because some of the "Big Updates Yay!" have consisted of utility or fixes like opening mines to normal players, and implementing teams. When those are day 1'd, something else must land in the 'update slot' they would have had. Holidays don't count because if it's jan 2013, Vday, white day & Easter will fulfill the holiday fun quota. This is all in the mindset that they are actually turning over a real new leaf.
What do you consider utility, and what works better as content?