Well my point was that the failure of Flight was pretty much down to them appointing a demonstrated incompetent with no knowledge or interest in the subject as project lead. Hence the talk about they offered crap content like cockpit-less aircraft and the game itself being devoid of any actual gameplay and then wondered why noone bought it. Flight didn't fail because it was F2P - Flight failed because it was a crap game with no gameplay compounded with having no content at launch.
Meanwhile the impression I got from Neal's interview was that the SHO devs are genuinely interested in and care about sub sims. I think they honestly want to make a good submarine game withing the constraints of the F2P model and if the gameplay is good and they have a good amount of content at launch it will be a success.
Flight should've targeted the same demographic as Strike Fighters: People who like planes and realism but have no time or interest in the complex hardcore procedures of FS. Had they had a project lead who actually played flight sims this would probably have happened. But instead they put Joshua Howard in charge who seemed to have nothing but distaste for flight simmers.
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