Sorry...I'm missing a rather large batch of posts for some reason or other.
Probably ISP problems.
So this reply is directed to Steve...........
Steve, I have had involvement in the retail of software, both serious and
fun, for the past seven years and, apart from statistical marketing surveys
done by ourselves, we have similar data carried out world-wide by
developers, publishers, distributors and retailers (which makes me grit my
teeth sometimes when some publishers can't even be bothered to use the data
or commission their own survey!)
The number of people *** on-line is certainly increasing, no doubt about
that. But so is the number of people buying computers, period.
It would be pointless bandwidth for me to repeat those points that I've
made, suffice to say this: Any software developer working on a game that
has the capability to be played on-line and who does NOT include such a
facility with his package needs his head read. BUT....and it's a big
"but"............he MUST also recognise the fact that the majority of
***-software buyers play off-line and therefore cater to what is a major
part of his market. And that is a fact that will continue for an
indeterminate time.
BK
> >How so Bruce, where do you get your facts from anyway? Mulitplayer
***
> >is getting stronger everyday...
> I constantly hear this, usually from online-*** fans. But the sales
> numbers don't really back it up. It's getting a little bigger, but no
> where near the point of approaching the strength of the offline-***
> market.
> >... mostly because of faster computers, better
> >internet access and having internet support right out of the box.
> That's a myth. It's not connection speed that's limiting multiplayer
> ***, it's the [so far] lack of imagination put into the games
> themselves. First-person shooters are a perfect example - hardly a one
> of them has evolved beyond plain deathmatch (or minor variations of it
> based on team play). Racing games just have simple match-making
> Internet play. Both those limited genres are probably saturated
> already - that is, everyone interested in that style of gameplay is
> already playing it.
> The secret to expanding the multiplayer market is to make the
> multiplayer experience more interesting (i.e., like Everquest - not my
> cup of tea, but it's innovative in it's own way).
> Joe McGinn
> ==========================================
> Staff Writer for the Sports *** Network
> http://www.racesimcentral.net/***.com/
> ==========================================
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