yet the percentage of those who buy to play on-line still remains small in
comparison to those who play off-line.
The majority of retail customers who seriously game on-line is miniscule.
One of the most popular on-line simulation genres for many years has been
the combat flight sim (Warbirds and Air Warrior in particular) yet the
numbers who regularly take part are insignificant in comparison to the total
sales of such simulations.
There is a misconception held by dedicated "on-line" people who converse
regularly here that their interest represents those of the majority of
simmers. I assure you that is not the case: the majority of retail
customers don't know and don't care. They simply want to be entertained by
what they have just bought; to get their money's worth from it before being
attracted to something newer and brighter and possibly more entertaining.
It's as simple as that, mate.
> >I hope you realize that people who play multiplayer constitute a
> >VERY small portion of the overall sales of any game.
> >You understand that, don't you?
> You understand where the future of *** and particular Sim-Racing is
> headed? You should also do the math and analysis of how many people and
or
> market penatration you need to equal just 250,000 retail sales. I have it
> figured on or about 10,000 paying sim-racers. That means those 10,000 sim
> racers will equal in total revenue approx 250,000 retail sales. NOT a
huge
> leap especially considering where we are today. The future is with racing
> against real people, NOT AI cars. The problem is the ease of entry and
the
> quality of play. Right now it takes someone who is willing to tweek their
> systems and live in a good area for internet access to have good quality
of
> play. Therefore, do YOU understand the importance of online racing?
> Bill / Amish on TEN
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