World of Warcraft Drops to 8.3 Million Users
Looks like its time for another expansion.
The money behind it all.
Looks like its time for another expansion.
Nearly a decade ago I launched ULost, my first startup, providing affordable web hosting to everyone. It wasn’t anything groundbreaking, but what it did, it did well. At it’s peak, I hosted nearly 900 paid monthly subscribers, and thousands of free accounts. But due to a series of unfortunate events and trusting the wrong people, I eventually was forced to make a tough decision: shut it down, or rebuild from the ground up. Working 14 hour days doing tech support, managing servers, and web dev
Called this back in January, but I expected it to go Free-to-play a lot sooner. Really, I’m just surprised the monthly subscription setup for the game lasted as long as it did.
2012-07-31T14:27:21
Mostly fluff acknowledging the game still needs a lot of work. There is also some mention of “social changes” that will hopefully make the game not feel like a ghost town.
Armed Heroes developer, Serena Zhang responds that they “never straightly stole assets from Torchlight,” instead they were inspired by games like World of Warcraft. Notice they don’t deny they used stolen assets- they just didn’t steal them directly.
Actually this is something my bosses have been asking me for quite a while now – what are our plans for DLC? How much money can we make? They are a company, obviously, in it to make money. So it’s something I’m continually asked even now. But I haven’t changed my stance. If you’re making a fighting game, all of the elements necessary to enjoy it should be on the disc, or should at least be available for free.
People don’t like advertising almost as a general rule; Advertising is simply The Way It Is. People who make content learn to like it, because they want to make content, and they also want to eat food and sleep under a roof, and the opportunity to do both at the same time seems like a pretty good idea. Honestly, I thought this was a joke at first. It falls way beyond what Kickstarter was meant for- that is, time-limited projects. Either way, it’s an interesting take on the crowdfunding issue.
With the success of their Steam Workshop, Valve has found a way to crowdsource the approvals process for Steam.
The problem — really the only problem, but a big one nonetheless — is they couldn’t ever find a way to make those numbers grow. Nothing they did worked, and Rosedale doubts that even early Facebook integration would have helped.
Right, Second Life didn’t Fail. It just could never figure out what it wanted to be.