Pantheon: Rise of the Fallen

Pantheon: Rise of the Fallen

BEWARE: Devs have planned a monthly subscription fee since early development
This game has been in development since 2014.

Since the early years the devs stated:

"We are considering either using the traditional subscription based model or a model where the player buys the game and then has the option of purchasing mini-expansions or ‘modules’ after launch. Either way, the game’s world will continue to expand, more content will be added, as well as new features and mechanics." -- They also asked if people would be willing to pay more than $14.99 a month, so this should be told NOW before people buy the game and do not know these fees may come into play later on which can render them unable to play without investing more and more money per month into the game.


Some history of how long this game has been in development:


On January 13, 2014, Pantheon: Rise of the Fallen was announced alongside a Kickstarter campaign. The funding goal was set at $800,000, but the campaign raised only $460,657 from 3,157 backers. That failed.

Immediately after the campaign ended, Visionary Realms launched their own website and began crowdfunding independently by selling pledge packages with various perks, such as early character name reservation, in-game cosmetic items, and access to testing phases.

So, Two months after their website launched, in April 2014, Brad McQuaid announced that progress on Pantheon had to be put on hold as the team had to leave to find other sources of income. Any donations during this time went "directly to maintaining the website... and not towards development."

From then on they had various investors and other campaigns to bring in money through companies and also influencers COHHCarnage


So its been in development for over 10 years now with many issues to get the game out or funded enough for a release. Hopefully the devs are upfront about fees that will be there at launch and not collect money and run or collect money and not say its a monthly fee and add that later on to the dismay of the unaware EA playerbase.
Автор сообщения: Artois-VisionaryRealms:
We haven't decided on a monetization model for when the game goes into full release yet. However, there isn't any subscription during early access.
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Сообщения 4660 из 816
Автор сообщения: Buried in insanity
Автор сообщения: Tanist

Mainstream isn't reliable, they will dump the game quickly (watched it with many games that broke their direction to attend to them which caused the niche people to leave and the mainstream left anyway as they always do).

I guess it depends on the size of the niche crowd and if it can cover their expenses while they build content and increase the base.

A small studio chasing mainstream has to gimmick with tons of PTW to stay afloat which is entirely counter to this games design.

If that were the route, they would have been better focusing on core monetization gimmicks like many Asian MMOs do, but they aren't setup that way.

One thing is for sure and I have seen it every single time, if they chase mainstream.... game is done and everything this game started out as will have been pointless and a huge slap in the face to those who pledged it.
ive seen too many games charging subs and die miserable because it wont make profit. theres a reason we have so many MTX in WoW and FFonline because subs wont carry a game at all. and they never will especially with higher and higher costs of development

What you you really saw was massively successful games that sold out to investment companies with a CEO whose sole purpose is to increase profits year over year. Sony's EQ sold out. Origin's UO was bought out. Mythic's DAOC was bought out. Hell even Blizzard sold out.

There's a big difference between a game developer and a loyal fan base working together in a way that is mutually beneficial, and executives who have a fiduciary responsibility to increase profits.

Subscriptions can work. In my opinion subscriptions are the only thing that DOES work, for all parties involved, because cash shops don't benefit the player one damn bit, and the game designed around it in search for profits sure as hell doesn't.
Автор сообщения: Tanist
Автор сообщения: Buried in insanity
ive seen too many games charging subs and die miserable because it wont make profit. theres a reason we have so many MTX in WoW and FFonline because subs wont carry a game at all. and they never will especially with higher and higher costs of development

Not because they can't make a profit, but because they can't make a profit to the level that these large businesses deem worthy of "profitability".

You can't compare large companies profit expectant levels to smaller ones.

FTP is a cancer on the industry and exactly why it is filled with complete garbage.

If they make a good game that has good long term content to keep people playing (hence the slow progression and systems that encourage longevity in play), they can keep people subbed paying operating and in between development costs with expansions providing profit increases over time.

If they set the cycle correctly and can keep it moving in a timely manner (look how EQ put out expansions every 6 months to a year from release) it can work with a smaller base.

This game can not survive by selling out like the others.
yada yada yada "f2p bad no good games at all" "sub is game safer" we had that all on those 50 other mmos introducing a sub and then die miserably because people wont pay for subs anymore and a lot of these games were actually good... Subs kill games and thats a fact
Автор сообщения: Buried in insanity
Автор сообщения: Tanist

Not because they can't make a profit, but because they can't make a profit to the level that these large businesses deem worthy of "profitability".

You can't compare large companies profit expectant levels to smaller ones.

FTP is a cancer on the industry and exactly why it is filled with complete garbage.

If they make a good game that has good long term content to keep people playing (hence the slow progression and systems that encourage longevity in play), they can keep people subbed paying operating and in between development costs with expansions providing profit increases over time.

If they set the cycle correctly and can keep it moving in a timely manner (look how EQ put out expansions every 6 months to a year from release) it can work with a smaller base.

This game can not survive by selling out like the others.
yada yada yada "f2p bad no good games at all" "sub is game safer" we had that all on those 50 other mmos introducing a sub and then die miserably because people wont pay for subs anymore and a lot of these games were actually good... Subs kill games and thats a fact

What about all the ones that didn't have a sub and failed miserably?
Should I use your failed logic and conclude that micro transactions kill games?
Отредактировано MaDeuce; 13 дек. 2024 г. в 19:49
Автор сообщения: MaDeuce
Автор сообщения: Buried in insanity
ive seen too many games charging subs and die miserable because it wont make profit. theres a reason we have so many MTX in WoW and FFonline because subs wont carry a game at all. and they never will especially with higher and higher costs of development

What you you really saw was massively successful games that sold out to investment companies with a CEO whose sole purpose is to increase profits year over year. Sony's EQ sold out. Origin's UO was bought out. Mythic's DAOC was bought out. Hell even Blizzard sold out.

There's a big difference between a game developer and a loyal fan base working together in a way that is mutually beneficial, and executives who have a fiduciary responsibility to increase profits.

Subscriptions can work. In my opinion subscriptions are the only thing that DOES work, for all parties involved, because cash shops don't benefit the player one damn bit, and the game designed around it in search for profits sure as hell doesn't.
so all dead MMOs sold out then
Автор сообщения: MaDeuce
Автор сообщения: Buried in insanity
yada yada yada "f2p bad no good games at all" "sub is game safer" we had that all on those 50 other mmos introducing a sub and then die miserably because people wont pay for subs anymore and a lot of these games were actually good... Subs kill games and thats a fact

What about all the ones that didn't have a sub and failed miserably?
Should I use your failed logic and conclude that micro transactions kill games?
should you really talk about MTX when those sub only games added MTX because they couldnt recoup investment with subs anyway? Or MMOs that switched to optional sub because they didnt made money? embers adrift is the best example i played this year
Отредактировано Buried in insanity; 13 дек. 2024 г. в 19:50
Автор сообщения: Buried in insanity
Автор сообщения: MaDeuce

What you you really saw was massively successful games that sold out to investment companies with a CEO whose sole purpose is to increase profits year over year. Sony's EQ sold out. Origin's UO was bought out. Mythic's DAOC was bought out. Hell even Blizzard sold out.

There's a big difference between a game developer and a loyal fan base working together in a way that is mutually beneficial, and executives who have a fiduciary responsibility to increase profits.

Subscriptions can work. In my opinion subscriptions are the only thing that DOES work, for all parties involved, because cash shops don't benefit the player one damn bit, and the game designed around it in search for profits sure as hell doesn't.
so all dead MMOs sold out then

Investment companies don't buy things that are dead... they all sold out at or around their peak.
Отредактировано MaDeuce; 13 дек. 2024 г. в 19:50
Автор сообщения: MaDeuce
Автор сообщения: Buried in insanity
ive seen too many games charging subs and die miserable because it wont make profit. theres a reason we have so many MTX in WoW and FFonline because subs wont carry a game at all. and they never will especially with higher and higher costs of development

What you you really saw was massively successful games that sold out to investment companies with a CEO whose sole purpose is to increase profits year over year. Sony's EQ sold out. Origin's UO was bought out. Mythic's DAOC was bought out. Hell even Blizzard sold out.

There's a big difference between a game developer and a loyal fan base working together in a way that is mutually beneficial, and executives who have a fiduciary responsibility to increase profits.

Subscriptions can work. In my opinion subscriptions are the only thing that DOES work, for all parties involved, because cash shops don't benefit the player one damn bit, and the game designed around it in search for profits sure as hell doesn't.

Exactly.

They just didn't experience the early days of games like EQ. Heck, I played it very heavily as I could and still was not at cap when Kunark came out.

Games need to take a long time, have tons of obstacles that slow progression, create hardship (and reward for success) and if they budget and develop right, they can keep churning out and people will continually play.

They are just used to the modern models where an expansion comes out, people are at max a week later and then sit running gimmicks with the stores marketing on them.

With that model, then yes, no company could stay afloat with subs because all the players would stop playing after a few weeks because they achieved everything.

They just aren't used to playing games where the time to get to "cap" or experience all the content is something that takes months for hardcore and up to a year or more for average players. They don't realize they are being cheated with modern gaming designs.
Автор сообщения: Buried in insanity
Автор сообщения: MaDeuce

What about all the ones that didn't have a sub and failed miserably?
Should I use your failed logic and conclude that micro transactions kill games?
should you really talk about MTX when those sub only games added MTX because they couldnt recoup investment with subs anyway? Or MMOs that switched to optional sub because they didnt made money? embers adrift is the best example i played this year

Did you miss the part where these companies exist solely for profit? They're not in the "business" of making good games. Of course they're going to add cash shops, that's the reason they bought the damn game to begin with, to follow the trend. Why settle for a sub when you can make twice the money from preying on 5% of the player base?
Отредактировано MaDeuce; 13 дек. 2024 г. в 19:53
Автор сообщения: Tanist

They don't realize they are being cheated with modern gaming designs.

They're not being cheated, they're being farmed.
Автор сообщения: Buried in insanity
Автор сообщения: MaDeuce

What you you really saw was massively successful games that sold out to investment companies with a CEO whose sole purpose is to increase profits year over year. Sony's EQ sold out. Origin's UO was bought out. Mythic's DAOC was bought out. Hell even Blizzard sold out.

There's a big difference between a game developer and a loyal fan base working together in a way that is mutually beneficial, and executives who have a fiduciary responsibility to increase profits.

Subscriptions can work. In my opinion subscriptions are the only thing that DOES work, for all parties involved, because cash shops don't benefit the player one damn bit, and the game designed around it in search for profits sure as hell doesn't.
so all dead MMOs sold out then

I wouldn't say all, some were just poorly designed and when the "newness" wore off, people moved on.

I would say most did though, the ones who became really popular did.

I played a good portion of the MMOs since they came into existence and the ones that were great, that really had large attention died because they started to copy development practices and schemes that were counter to game play.

EQ was amazing, but after the 3rd expansion... it went away from their core design. When WoW hit, it was huge because it tried to "fix" (which wasn't entirely wrong) many aspects of play from EQ.

It did a good job in a different direction, but it was a different style (even then it faded away from its roots as well).

Naturally because of its success, everyone copied it and all games started to mimic it, not just the good things, but all of the bad things as well and those compounded...,

Add in the games that did really well with the FTP gimmicks and then companies realized that a customer would quibble like an idiot over a sub, but then turn around and drop 100's of dollars a month on digital gimmicks and then that became the "standard" for design and play.

It was a cancer, that ate, and slowly destroyed the entire industry to where modern MMOs are really just gimmick worlds to manipulate suckers into blowing far more money than they ever would have spent on a simple Sub + expansion.

FTP is GREAT for the business who maximizes it and treats it like a used car salesman, but it is horrible for the player as not only do the ultimately end up paying more, but the product they play is then completely designed around suckering them out of more money.
Автор сообщения: kwendal
Well, they have been clear about that, so why the fake warning?

They have not been clear at all.... The few people that know about this game from the 10 years of development are not the millions now hearing about it on Steam for the first time.

You all that followed Pantheon and bought into it in the past know stuff that is not posted here on the sales page.

The new people looking at it here on Steam for the first time may think its $40 and in Early Access and no further payment as its how its posted and looks (which is another lie, this is an alpha and not early access, so in reality its not supposed to be for sale on Steam in the first place).

The devs went through every method known already to try to gain money for development and have failed so far and bad communication may be one of those reasons. So now after 10 years they are trying steam as probably their last resort. My warning is that without proper foreclosure of future payments that will be needed to play the game from the people buying in now, it can come back to destroy the game and render it DOA if it even ever gets to the point of release which is probably not likely based on the past 10 years of evidence.|

People defending the devs for their poor way of making it clear that players buying this for $40 may need to pay a monthly fee to even login in the future are why devs like this that screw players over still exist. They have people that love an "IDEA" and support it for decades, lose the money and then go and find the next game to buy into as an IDEA again instead of supporting devs that actually make games that we can play and not just test an idea or read about items that do not yet exist that you bought years ago as an IDEA..
just want to clarify that EA encompasses playable alphas
I don't really have anything to add other than that a few years back, Visionary Realms uploaded a now unlisted dev roundtable/Q&A where they excitedly talked about implementing a cosmetics-only MTX store.
even if they do when it launches i will be definatly there to play it
Автор сообщения: Artois-VisionaryRealms
We haven't decided on a monetization model for when the game goes into full release yet. However, there isn't any subscription during early access.

I honestly wouldn't be against a subscription plan, but not with a $40 entry fee for a game that is graphically from the early 2000's. I am your target audience who is seeking the nostalgia of when MMORPGs felt better and not stuffed full of fluff to keep people playing because the developers created F.O.M.O. I have wishlisted this game as soon as I seen it, and when I seen that price tag I immediately felt let down.

Here me out here. When I see a game, a MMORPG at that, that has the older graphics...also released in Early Access, with the price of $40 I start to have some concerns and fears. Though your intentions may be good, as a lot of developers intentions likely are, there are some major risks for us as the consumer in this situation. $40 is a hefty price for the game for multiple reasons:

1. It's released in Early Access and it's a MMORPG. I am only aware of 2 MMORPGs that were released to Early Access that didn't flame out before it was properly completed. Shroud of the Avatar, which under performed in their promises and Project: Gorgon, which is still in Early Access after many years and not really looking promising to deliver to the level they promised.

2. It's $20 over what would be an expected appropriate price. Which creates fears that money is a problem for the project. And if those fears are truly real, then this seems like it could be a desperate push to get funds to keep it going and any bumps in the financial road, the project collapses and dies. Leading to wasted money on our, the consumer's, end.

3. Again, feels to be $20 over proper price point. Which makes more limiting to pull in more active players. If the initial player base is a small one, it will only shrink smaller when they start to venture off to play other games, it's inevitable. Lower price, reaching more people, to hopefully reach more ears with the word of mouth to get it in the hands of more people, feels like the only way to go.

I know this is a long message, but I hope it does get read. These words are a proper critique and not trash talking.
Отредактировано Aurjay; 14 дек. 2024 г. в 0:24
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Дата создания: 13 дек. 2024 г. в 12:24
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