RE: RE: 2015 and beyond.5 Jan 2015 16:36
> "Daily maintenance that works is normal. Elite is nothing like that."
It works well enough for a first release. No doubt they'll be working on that. You mention that feature x has been broken for 12 hours - yes, these things happen in an initial release. As a game programmer myself, I'm not a fan of the release-now-patch-later model that has pervaded the gaming industry, but this is the world we live in. We can expect more features to break and more to be fixed - this is how development works. Again I refer you to other major titles which all have features break at times, and of course at their initial release was much, much worse. WoW's queuing issues lasted 3 years at least.
I take your point regarding ongoing, monthly subscription, and it was a concern of mine, however one that the apple/google apps have introduced people to is new models of payment, and subscription is not the only model. Firstly, we're yet to hear an official announcement about PS4 and XBox One - bear in mind that Eve & Wow are NOT available on console, and will never be. I'm almost certain that PS4/XBox one are going to happen and that we'll see a commensurate price bump when the announcement comes. Before Christmas 2014 sales of those consoles are taken into account the PS4 had sold 13m and Xbox One has 10m (since then the monthly sales of Xbox One have overtaken the PS4 due to their heavy discounting over Christmas). That's a huge new market. I rate the appearance of ED on Xbox 360 as 50% - it's much older, but the market is huge (~84m). Porting from PC to XBox (one/360) is trivial compared to porting to MacOS, which they are doing. So that's one huge market to exploit.
The other, I suspect, will be through in-app purchases, for instance, £10 for some in-game credits, or £4.99 for a ship with special features, or a limited number of decals. If you have a few designers / artists available for a few weeks, then you can easily have them knock up some special stuff for sale and keep your artists paying their own way for a while.
So these two together I think is what justifies the year-3 projections. I have no doubt they will hit the year 1 projections with ease and they'll sort out the bugs in time.
Personally I'd also look at a virtual goods market where people can buy and sell everything game-related for a cost less than eBay's selling costs. Anything from accounts, special goods and ships, anything that can be owned in the universe, and take a slice of the market - say 5 or 10%, whatever is competitive. Could be a market worth millions/year.
Finally, taking a few weeks off after a development sprint is absolutely normal. Hitting a Christmas deadline so often requires months of working evenings and weekends. They've hit the deadline, they've got it out: the engine is running and now the journey begins. Speaking as a game developer myself, give them a break, rest assured that they have their priority list of