Sandbox mode?
02-14-2014, 12:12 PM
(This post was last modified: 02-14-2014 12:13 PM by Chemoeum.)
Post: #11
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RE: Sandbox mode?
We all know it SHOULD. Has A or A (i will never tell you which A is which) seen this thread anyway?
I am GameCenter's Chemoeum. RIP, DL banner. Explosions. Go here! |
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02-14-2014, 12:17 PM
Post: #12
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RE: Sandbox mode?
I sure hope so.
GCID: FrozenNorthernKid 1v1, 2v2 w/baustin42, w/spacechef 2v2 random, w/ Extreme Ghost, w/ izzilla ------------------------------------------------ "So it goes." - Kurt Vonnegut, 'Slaughterhouse Five' |
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02-14-2014, 02:38 PM
Post: #13
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RE: Sandbox mode?
(02-14-2014 12:10 PM)Bbobb555 Wrote: so is this going to be implemented? or not? They said they wont add new content to the game when they started developing TtL2, but will do bug fixes and balancing if needed I hear there's a secret Mobi hidden here somewhere… |
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02-14-2014, 02:43 PM
Post: #14
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RE: Sandbox mode?
I remember that, and now I'm sad. Outwitters is by far the best game I've played, and it would have been nice to see new content. But it's just as nice to see what OML might release later this year.
I am GameCenter's Chemoeum. RIP, DL banner. Explosions. Go here! |
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02-14-2014, 06:59 PM
(This post was last modified: 02-14-2014 07:00 PM by Setorines.)
Post: #15
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RE: Sandbox mode?
When they do outwitters 2 i hope the game itself doesn't cost. lol I'm too poor to update.
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02-15-2014, 01:54 AM
Post: #16
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RE: Sandbox mode?
it could be a paid feature. We'd still have tons of people buying it.
RIP, these forums Lost the game LegacyofFive the goat |
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02-23-2014, 11:40 AM
Post: #17
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RE: Sandbox mode?
waiting till A&A notice this thread
RIP, these forums Lost the game LegacyofFive the goat |
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02-23-2014, 08:35 PM
Post: #18
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RE: Sandbox mode?
GCID: FrozenNorthernKid 1v1, 2v2 w/baustin42, w/spacechef 2v2 random, w/ Extreme Ghost, w/ izzilla ------------------------------------------------ "So it goes." - Kurt Vonnegut, 'Slaughterhouse Five' |
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02-24-2014, 07:46 PM
Post: #19
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RE: Sandbox mode?
(02-23-2014 11:40 AM)Bbobb555 Wrote: waiting till A&A notice this threadEven though the idea is super cool, it would pretty much require an entirely new app to produce the needed tools for a sandbox mode. It would probably triple the file size and take forever to load everything because of the amount of information needed for a sandbox mode. GC: TheGreatAnt |
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02-26-2014, 10:50 AM
Post: #20
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RE: Sandbox mode?
Who wouldn't want this? It's not really a question of who wants sandbox but of what is pragmatic for Alex and Adam. As Alex said in regards to a non-async ("live") Outwitters mode, there are many features that would be good for the game in an ideal world, but from a business perspective it doesn't make sense. Still, I'm glad this was brought up as it's important to convey what features the community finds important so they can be considered in the event that OML makes a sequel.
In response to the notion that making this an iAP for Outwitters or a separate app which would recoup and hopefully exceed production costs, I'm not so sure this is the case. How many people would really buy this? As we can see from this thread, "everyone" would love a sandbox mode, but how many people would pay for one? Firstly, "everyone" is 21 people (at the time of posting) so it's hard to really know the broader demand and secondly, sandbox can already be somewhat replicated either in pass and play or on Harti's map creator. Though an in-app sandbox would be far more convenient, it isn't an absolute necessity due to free alternatives and not all players who want a sandbox mode will be compelled enough to buy one just for the sake of convenience. Now, even assuming that everyone really does buy the iAP/companion app instead of using free workarounds, it's not clear that OML would make enough for it to be worth it. The following are some very rough approximates extrapolating from the $300,000 production cost in 1.75 years used to make Outwitters. If sandbox mode costs $1 and 100% of active Outwitters players buy it (I believe ~5000-7000 daily unique users as of a month or two ago), then OML would have to spend no more than ~2 weeks to break even. Now, some of the $300,000 figure can be discounted as OML doesn't have to pay for custom sounds and a host of other things that were necessary in producing Outwitters. Even if we cut expected costs in half ($150,000/1.75 years), OML would have to spend no more than 1 month producing this content under the assumption that ALL (100%) of currently active Outwitters players buy it at a $1 price point (half of players at a $2 price point, etc). And this is just to break even. Maybe it's possible and this is just speculation based on very limited information, but basically, don't get your hopes up =/ |
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