PDA

View Full Version : What is counted as a successful launch?


Karusan
10-06-2008, 01:59 AM
After finding out there’s an issue with AU/NZ copies of Warhammer for 64bit OS’ that requires a separate download (not provided by the devs), and wasting my time trying to find out what the issue was, let alone knowing that a lot of other people out there aren’t going to have any idea about the solution, I started to ask the question, what counts as a successful launch and who determines if it is a successful launch?

To me, part of a successful MMO launch would be the server runs and doesn’t crash with the influx of people, the game sold and there will probably be some consumer sentiment built in here as well. Surely that’s only part of it though, where is the role of the user as a part of this?

Where does it come in about the people can get onto the game in the first place? Where is the correlation between sales and user accounts for MMO’s? Obviously there will always be issues for PC’s that can’t play certain games because they simply aren’t powerful enough but when something like the product being faulty happens, surely that would have an impact on the term “successful”?

Or does it simply come down to the line “you can’t please everyone”? Is there a side mantra to all releases something along the lines of “If we please the majority and it works for the majority, we’re successful”?

Interested in what you all think.

Karu~

Sazime
10-06-2008, 03:20 PM
I think a successful MMO launch is when you completely blow away the money man's expectation of how many servers to buy and run. :)

I would also say that you need to make sure it runs on every platform you say it will.

pheriannath
10-06-2008, 03:21 PM
I think partnering with European/Oceanic companies who actually know what the fuck they're doing would be a good start. The US launch for WAR was fantastic, but I know it was a huge clusterfuck overseas.

Troggles
10-06-2008, 03:22 PM
A successful MMO launch is almost entirely dependent on server stability. The game itself is a moot point if no one can play it. After that, the starting areas and abilities need to be balanced and working well. End game stuff is usually given a pass by most players near the beginning as it is a continued process of balancing and refining.

Goronmon
10-06-2008, 03:26 PM
Two general purpose guidelines for most Games. One, the game is playable within reason. Any crashes, bugs should be rare and shouldn't significantly impact gameplay. Two, the game is fun to play.

MMOs make things more complicated. I would add a third rule that the servers must be reasonably stable and be up for a large portion of the first week of release. I tend to give a bit more leeway as far as bugs are concerned, mainly because MMOs are much more complicated than their single player counterparts. I mean, even the best MMOs are fixing bugs and making balance changes years after release.

As far as Warhammer goes, I think the issue with the install for certain regions was a screwup with the disc-printing process. Stuff like that, while annoying, just happens and I doubt I'd consider it in the "successful launch" stuff.

mightbe
10-06-2008, 03:28 PM
I think partnering with European/Oceanic companies who actually know what the fuck they're doing would be a good start. The US launch for WAR was fantastic, but I know it was a huge clusterfuck overseas.

WAR = Smoothest launch I've ever been a part of.

And I've been in most of them.

fitbabits
10-06-2008, 03:36 PM
A successful MMO launch is one which goes off with very minor problems.

Servers have to be stress-tested BEFORE launch.
Customer Support has to be in place prior to launch, and available 24/7 thereafter.
Game-killing bugs have to be eradicated completely before launch.
Any online registration (or registration of any sort) has to be completely seamless and efficient.

VerseD
10-06-2008, 08:28 PM
If people can log on and play the game without crashing, that's a successful launch.

I was only present for the Star Wars Galaxies launch, which was an abject failure. None of the servers worked, and nobody could register or log on for the first day or two.

KingGorilla
10-06-2008, 09:39 PM
Of an MMO? Or of any Game? The PC is so much different, there tends to be a much longer tail. Console makers, like Movie Makers, tend to focus week, to week.

Launches for an MMO are not that important, staying power is. Age of Conan Launched extremely well, but failed to stay relevant.

LOTRO launched with less fanfare, was stable, and kept a solid core of users.