The strategy of many sims is to keep products alive for a long time, and monetize further through DLCs. ![]() So players would have few incentives to move towards the next product of the line. Contrary to sport franchises, where rosters change every year, in Simulation themes there are few differences over a short span of time like a year. However, I believe making sequential releases is not the way to go on the Simulation genre. Maybe the developers would prefer a shorter lived product so they can release sequels, or even annual releases like FIFA… ARE THERE ALTERNATIVES TO BE A LONG LIVED PRODUCT? But it takes more than that to become a lasting product. With sales estimations well above 1 million, it’s safe to say that PC Building Simulator has reached the status of an indie hit. ![]() It doesn’t provide reasons for the player to stay for long.Īs a consequence, the creative direction seems to be putting the focus away from it: Their first major DLC is focused around eSports and puts emphasis on adding a new storyline and several extra game mechanics. But it offers very limited possibilities to generate broader player interest or sustain any monetization at all. This sandbox mode certainly appeals the most enthusiastic fans of PC building. ![]() Just enjoying the usage of real components from real brands. PCBS does include a Free Mode where the player can relax by tinkering while disregarding component costs or profitability.
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