How many copies have been sold??

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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Marc von Martial
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RE: How many copies have been sold??

Post by Marc von Martial »

ORIGINAL: Fallschirmjager
ORIGINAL: Marc Schwanebeck

We have only 2 copies left.

Are you going to be able to order the DVD case edition like was purchased at Origins?

Yes, from august on. We will keep you updated on this. Waiting for Digital River to staret this service.
ZOOMIE1980
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RE: How many copies have been sold??

Post by ZOOMIE1980 »

ORIGINAL: usecase

I've been in the software industry for a while as well, most of it in mainstream application development, some in the High Performance Computing arena. I see more similarities between game development and the latter.

Code reuse, oo and agile development techniques often have to take second place to performance - which is why you see arrays and static data structures rather than dynamic containers and deep inheritance hierarchies.

Having said that, it is often possible to get decent performance and incorporate at least _some_ modern techniques for reducing development time.

Now, when can I order this game....


That is certainly true in graphics and sound intensive FPS, Sports, and RTS genre's. Problem is, that it seems that a lot of those techniques from those genre's has found their way into the turn based game area, where it is not needed. If there is ever a genre of gaming ripe for the infusion of modern OOP design and relational database driven data models it is this one, where video and audio performance is a complete non-issue.
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Ron Saueracker
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RE: How many copies have been sold??

Post by Ron Saueracker »

ORIGINAL: Mike Scholl
ORIGINAL: Ron Saueracker
You and Mike Scholl (sorry Mike, but hey, you do post some really negative shiite, Moriarty."seem way too wound up over nothing.
Just a thought...[X(]

What? Pointing out that "having two left" doesn't really say anything encouraging or
discouraging about WITP's sales is "negative"? I'd call it a realistic appraisal of a "no
comment" answer. I hope the game sells well for 2by3, so they will have a stake in
supporting it for a long while. Am I frustraited that the map has some highly skewed
distances on it.., or that the Pennsacola Convoy is sailing around empty..., or that any
of several other annoiances that have come up in the AAR's still remain? Yes. This is
the only detailed game on a subject I'm interested in likely to come out in the next 10
years, so I'll be living with it's ommissions and errors for a long time. Am I going to
buy it anyway? You bet.., two copies at least.

Right on, Mike.
Image

Image

Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
Xargun
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RE: How many copies have been sold??

Post by Xargun »

ORIGINAL: Erik Rutins

Hey, sorry guys, we really can't discuss actual sales numbers. However, I will say that the convention was a great success, with sales higher than expected and WitP selling very well. Thanks for all your interest and support, we'll get it in the online store as soon as possible.

Regards,

- Erik

I'm glad for you guys - you deserve some good success.. I have a question you might be able to answer. How many )or what percentage) did you sell to people on the forum ? And how many were sold to walkins - people who had no idea about the game till then ? Just interested if you managed to expand your customer base any with that kind of exposure.

Xargun
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Fallschirmjager
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RE: How many copies have been sold??

Post by Fallschirmjager »

ORIGINAL: Marc Schwanebeck
ORIGINAL: Fallschirmjager
ORIGINAL: Marc Schwanebeck

We have only 2 copies left.

Are you going to be able to order the DVD case edition like was purchased at Origins?

Yes, from august on. We will keep you updated on this. Waiting for Digital River to staret this service.

gah...
I was wanting a hard copy. But thats just to long to wait. I will dd it.
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Paul Vebber
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RE: How many copies have been sold??

Post by Paul Vebber »

Just interested if you managed to expand your customer base any with that kind of exposure.

A lot of buyers had never been to our website so yes - I think we got a significant amount of exposure to new parts of the customer base.

The giant game box banners we had hoisted up high so you could see them from anywhere in teh exhibiters hall helped too!
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Fallschirmjager
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RE: How many copies have been sold??

Post by Fallschirmjager »

ORIGINAL: Paul Vebber
Just interested if you managed to expand your customer base any with that kind of exposure.
The giant game box banners we had hoisted up high so you could see them from anywhere in teh exhibiters hall helped too!

Whoever came up with that idea should get a fruit basket.
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Jim D Burns
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RE: How many copies have been sold??

Post by Jim D Burns »

ORIGINAL: ZOOMIE1980

Valid point, Jim, concerning the market for these games. The only place one can then legitimately affect the bottom line is the labor issue. Only through the introduction and incorporation of new design, coding and management techniques can the amount of time and effort to produce a top quality title be reduced, thereby making it more attractive to more developers entering the industry. And that may be part of the problem.

The money is so tight in this genre, that it simply does not attract enough new talent with new ideas. Or, on the other side, it pays so poorly that only entry-level types tend to do it, and as family needs grow, they move on to higher paying business jobs. And then you are left with the only senior people in the business being the truely religious die-hards that do this out of nothing but love for the genre. And those folks tend to get stuck in a developmental rut quite often. Ala Gary Grigsby. Trying totally new developmental techniques is obviously too much of a risk in such a marginalized business, I suppose.

And my impression may be all wet, but I have this picture of this genre basically being run by the senior die-hards who came up in the early days of computer gaming who have stayed around out of love, not money, managing a small number of most young, entry-level programmers (kids with les than 5-7 years of experience, mostly in the 20's and early 30's) and designers who learn to do things a certain way. When I can finally extract an answer from a real developer concerning a "why do you do it that way", that answer tends to be along the lines of "we've always done it that way...". And that is always a sign of a stagnation of ideas from a development perspective.

I agree with you that labor issues and redundancies in development processes can help the bottom line, but I think the real problem lies with us the marketplace itself. Matrix decided to charge $70.00 instead of $59.95 or whatever some of their past titles cost and the resounding cry of foul from the cheapskate wargaming community was deafening.

We keep shooting ourselves in the foot by forcing companies to charge similar prices other companies charge for games that sell in excess of 500,000 - 1,000,000 copies easily. And when a company like Talonsoft goes under we bemoan the death of our hobby and wonder why no company wants to touch a wargame these days.

For an intelligent bunch of guys we can be pretty dumb sometimes. If you bought UV 2 years ago how many hours of fun do you suppose you got out of it these past couple of years? 100, 200, more? For the price you paid I’d say it was probably the best bang for the buck you got out of any entertainment related purchase you made for either of those years.

If the wargamers would step up to the plate together as a group and support higher prices for our desired games, I bet we’d see an influx of wargames similar to the flood that hit the board game market when SPI started publishing back in the 70’s. This is our hobby, and I think those who work so hard to bring gems like UV and WitP to us deserve the same success any other professional deserves at their jobs of choice.

Let them charge $100.00 or $150.00 for a massive project like WitP and I bet you’ll see development schedules fill up with wonderfully inspired future projects overnight. Some people pay thousands of dollars to support theatre, opera, ballet, golf, etc. Why shouldn’t we try to support our chosen interests with the same kind of good will?

Jim
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Mr.Frag
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RE: How many copies have been sold??

Post by Mr.Frag »

Well said Jim.

You only missed the part about the added headache that we hamstring the developers by having the oldest collection of computer crap that fell off the shelf at the third hand store! [:D]
ZOOMIE1980
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RE: How many copies have been sold??

Post by ZOOMIE1980 »

I agree with you that labor issues and redundancies in development processes can help the bottom line, but I think the real problem lies with us the marketplace itself. Matrix decided to charge $70.00 instead of $59.95 or whatever some of their past titles cost and the resounding cry of foul from the cheapskate wargaming community was deafening.

We keep shooting ourselves in the foot by forcing companies to charge similar prices other companies charge for games that sell in excess of 500,000 - 1,000,000 copies easily. And when a company like Talonsoft goes under we bemoan the death of our hobby and wonder why no company wants to touch a wargame these days.

For an intelligent bunch of guys we can be pretty dumb sometimes. If you bought UV 2 years ago how many hours of fun do you suppose you got out of it these past couple of years? 100, 200, more? For the price you paid I’d say it was probably the best bang for the buck you got out of any entertainment related purchase you made for either of those years.

If the wargamers would step up to the plate together as a group and support higher prices for our desired games, I bet we’d see an influx of wargames similar to the flood that hit the board game market when SPI started publishing back in the 70’s. This is our hobby, and I think those who work so hard to bring gems like UV and WitP to us deserve the same success any other professional deserves at their jobs of choice.

Let them charge $100.00 or $150.00 for a massive project like WitP and I bet you’ll see development schedules fill up with wonderfully inspired future projects overnight. Some people pay thousands of dollars to support theatre, opera, ballet, golf, etc. Why shouldn’t we try to support our chosen interests with the same kind of good will?

I can definitely agree with that, of course. But realities are realities, and at $70 Matrix is probably at the very top of the price tolerance range. So the reality is, that to squeeze more money out of the genre's titles you have to get them to market with a lot less manhours behind them without sacrificing quality. And the only way that could ever be possible, to any meaningful extent, is software engineering and project management methodologies.....because the market is what the market is....
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Jim D Burns
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RE: How many copies have been sold??

Post by Jim D Burns »

ORIGINAL: Mr.Frag

Well said Jim.

You only missed the part about the added headache that we hamstring the developers by having the oldest collection of computer crap that fell off the shelf at the third hand store! [:D]

[:D][:D][:D][:D][:D][:D][:D][:D][:D]

Dang, I knew there was a flaw in my plan somewhere. Ok so we also have to swear an oath to upgrade our PC's at least once every ten years.

Jim
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kaleun
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RE: How many copies have been sold??

Post by kaleun »

I kind of upgrade every 3-4 years, however, for the grog games, this is not neccessary, not even advisable. I had to stop playing PACWAR and WIR when I got the W95, because the security system that they used asked for a particular word in a particular page of the manual; unfortunately the page and the number of the word came out garbled in my new laptop screen[:@]
My Silent Service II disk quit working when I upgraded to an XP laptop. (I know there is a way to make it work, but I'm not geek enough to be able to complete the instructions)
So every time I get a new system, I wonder which of my favorite games will not work with it.
[8|]
Now LETS GET THE DOWNLOAD!!!!
Appear at places to which he must hasten; move swiftly where he does not expect you.
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ZOOMIE1980
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RE: How many copies have been sold??

Post by ZOOMIE1980 »

ORIGINAL: kaleun

I kind of upgrade every 3-4 years, however, for the grog games, this is not neccessary, not even advisable. I had to stop playing PACWAR and WIR when I got the W95, because the security system that they used asked for a particular word in a particular page of the manual; unfortunately the page and the number of the word came out garbled in my new laptop screen[:@]
My Silent Service II disk quit working when I upgraded to an XP laptop. (I know there is a way to make it work, but I'm not geek enough to be able to complete the instructions)
So every time I get a new system, I wonder which of my favorite games will not work with it.
[8|]
Now LETS GET THE DOWNLOAD!!!!


Well, I keep an old copy of OS/2 on a small partition for the sole purpose of playing old Dos games, because it is REAL DOS with a full 640K of usable DOS near memory. Win9x's DOS emulation and NT's command prompt simply will not run PACWAR or WWR very well without some memory glitches because they do not provide enough base application memory. But OS/2's DOS was even better that real DOS. PACWAR runs like a champ under OS/2. You can even get the details of carrier air groups up without the video corruption and out of memory errors, you get using NT's or XP's emulation mode....
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kaleun
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RE: How many copies have been sold??

Post by kaleun »

I still have my old W98 laptop, in the garage, because is the only place that I can run Silent Service II and Aces of the Deep (The only decent WW II submarine simulations ever made) MATRIX THAT WAS A HINT.
[;)]
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Oznoyng
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RE: How many copies have been sold??

Post by Oznoyng »

ORIGINAL: ZOOMIE1980

I can definitely agree with that, of course. But realities are realities, and at $70 Matrix is probably at the very top of the price tolerance range. So the reality is, that to squeeze more money out of the genre's titles you have to get them to market with a lot less manhours behind them without sacrificing quality. And the only way that could ever be possible, to any meaningful extent, is software engineering and project management methodologies.....because the market is what the market is....

Nope. The top of the game is subscription based gaming, which requires a web-based game server. Paying a base price plus a monthly fee is the "top end". On the other hand, you could do some neat stuff with it: simultaneous order entry, more dynamic AI's, team based play. Oh... and that does a lot for the performance issue as well. You could do a lot of community things too: player stats like win loss records and average margin of victory, opponent mathing services, etc.
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Pier5
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RE: How many copies have been sold??

Post by Pier5 »

I'm not sure that I agree with the price tolerance range. I took ballroom dancing for years. $150 will buy about one hour on the dance floor now. I have a boat, $150 will take me on a 75 mile trip. $150 buys dinner for two with a decent bottle of wine at a good non- New York restaurant. $150 for WitP will buy hundreds of hours of fun and intellectual exercise. So $70 is a fine deal. I'll take it.

I agree that we had some moaners when the price was announced. But, I'll bet you wouldn't lose more than 25% of your market. Double the price, loose 25% of the sales, no calculus needed for that. Do it. True, you won't get any walk-by sales, but you won't get many at $70, either.

Pier5
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Jim D Burns
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RE: How many copies have been sold??

Post by Jim D Burns »

ORIGINAL: ZOOMIE1980

Well, I keep an old copy of OS/2 on a small partition for the sole purpose of playing old Dos games, because it is REAL DOS with a full 640K of usable DOS near memory. Win9x's DOS emulation and NT's command prompt simply will not run PACWAR or WWR very well without some memory glitches because they do not provide enough base application memory. But OS/2's DOS was even better that real DOS. PACWAR runs like a champ under OS/2. You can even get the details of carrier air groups up without the video corruption and out of memory errors, you get using NT's or XP's emulation mode....

For old DOS games I find the freeware application Dosbox a very simple to use DOS emulator and it even allows my SB Audigy card to be recognized as an older SoundBlaster card. Works great on most old DOS games. Here's a link:

http://dosbox.sourceforge.net/

There is a Dosbox.config file command in the programs dir that lets you change the CPU cycles to just about any setting you want, so programs like Moslo or Winslow are not needed to slow down your modern PC, simply tweak the cycles setting until the games runs as it was intended. I use 1800 for most old games and 10000 or 18000 for some of the later titles.

Jim
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kaleun
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RE: How many copies have been sold??

Post by kaleun »

You will not get ANY walkby purchases at any price, because it is not available on stores where people walk by[;)]
On the other hand, When was the last time I walked into a bookstore? hmmm?
Ahh the glories of the digital age.[&o]
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kaleun
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RE: How many copies have been sold??

Post by kaleun »

Hey thanks for the link; I'll give it a try.
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Jim D Burns
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RE: How many copies have been sold??

Post by Jim D Burns »

ORIGINAL: kaleun

Hey thanks for the link; I'll give it a try.


No problem, I can tell you it was a true joy to find this and spend hours revisiting all my old DOS favorites.

One tip I should give you is to put all your DOS games into a single directory titled olddos or something. You have to mount the c drive after launching Dosbox and it can be a real pain trying to remember the directory names of all the different titles you might have installed.

By mounting (mount c c:\olddos, then type c: and press enter) a single directory you can simply change directory to the desired game from within the olddos directory and launch it (for those unfamiliar with DOS commands, simply type CD directoryname then press enter.

Anyway enjoy and let me know if you need some help figuring it out.

Jim
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