What does the estimated budget for the game after all is said and done look like?
The total budget will be over $10 million, of which we need about half to launch the game. We have more features and elements in mind to add via expansion packs. However, if we meet our stretch funding goals, we can aim to implement them either for launch or as soon after as they're ready.
What will we see new in this game that wasn't in DAoC and WAR?
A lot. The biggest difference is that RvR isn't the endgame -- it's the only game. Every system, skill, ability, gameplay element, etc., is geared toward RvR. There's almost no PvE (just a training area, some special events, etc.), and everything we add will always be tied into RvR.
This game, unlike almost every other MMO that has PvP/RvR, isn't trying to serve two masters. We only want to do one thing right by creating the best RvR experience in any MMO to date. While this will be quite difficult, as there have been some great games that have some great RvR embodied in them, we think we can do it.
What business model (i.e., free-to-play, buy to play, subscription) are you looking at for this game?
Multi-tiered subscription with no free-to-play option but with (maybe) some cosmetic items for housing. I think F2P and buy-to-play have their places, but we are trying to create a very niche-oriented MMORPG that won't benefit from using those models. I'd rather have 30K people paying and playing monthly than hundreds of thousands playing for free and hope to convert 5%. This game is geared to doing one thing spectacularly, and that one thing is RvR. I believe there is a core group of players who have been waiting for this type of game, and our Kickstarter campaign will either prove or disprove this notion.
Cause the best source is always Nadia
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http://massively.joystiq.com/2013/02/05 ... o-camelot/