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The future of ZK

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Date Editor Before After
11/2/2013 11:15:53 PMAUrankAdminSaktoth before revert after revert
Before After
1 What Mauran said. 1 What Mauran said.
2 \n 2 \n
3 Aside from all our balance and design guidelines, our longterm goals are essentially to get more players and increase the stability of the game and the engine (Pathing, desyncs, performance, ATI bugs etc). 3 Aside from all our balance and design guidelines, our longterm goals are essentially to get more players and increase the stability of the game and the engine (Pathing, desyncs, performance, ATI bugs etc).
4 \n 4 \n
5 Getting more players is essentially about throughput and retention: Getting more views and then turning those views into players. To get more players, we need to: Get featured on blogs, news sites, review sites, aggregate sites, etc. Improve the quality of the website to offer a visually appealing, positive impression of the game. Have more and better produced video content. Ensure the install process is streamlined and easy for all users ( Linux, ATI, etc) . Improve the look of the lobby, so that it doesn't look like windows. Have a robust singleplayer experience with tutorial-through-play, a campaign, voice acting, etc. At some point get more money through Kudos ( Or maybe Kickstarter, but really both) so that we actually have a revenue stream we can do something with ( Very few game development companies work with $0 on advertising etc- but we need a way to figure out how to use it best as well) . 5 Getting more players is essentially about throughput and retention: Getting more views and then turning those views into players. To do this, we need to: Get featured on blogs, news sites, review sites, aggregate sites, etc. Improve the quality of the website to offer a visually appealing, positive impression of the game. Have more and better produced video content. Ensure the install process is streamlined and easy for all users ( Linux, ATI, etc) . Improve the look of the lobby, so that it doesn't look like windows. Have a robust singleplayer experience with tutorial-through-play, a campaign, voice acting, etc. At some point get more money through Kudos ( Or maybe Kickstarter, but really both) so that we actually have a revenue stream we can do something with ( Very few game development companies work with $0 on advertising etc- but we need a way to figure out how to use it best as well) .
6 \n 6 \n
7 Zero-K has won the war on being popular for a long time. We've been around for years, Spring has been around for longer, I'm proud of our longevity. Few obscure online-only games don't last more than a couple of years before their servers are all empty, if that long. What we really want is to go viral, get the kind of attention that PA, DF, Overgrowth, etc get. Even modest success here would swell our playerbase. 7 Zero-K has won the war on being popular for a long time. We've been around for years, Spring has been around for longer, I'm proud of our longevity. Few obscure online-only games don't last more than a couple of years before their servers are all empty, if that long. What we really want is to go viral, get the kind of attention that PA, DF, Overgrowth, etc get. Even modest success here would swell our playerbase.