Posted by emy1013 on 12/3/2017 1:02:00 AM (view original):
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Posted by dcy0827 on 12/2/2017 11:40:00 PM (view original):
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Posted by topdogggbm on 12/2/2017 11:08:00 PM (view original):
I don't know how much one commercial costs to put on during the NCAA tournament. I'm sure it's not cheap. But 1 single commercial for 30 seconds could catch some eyes
That’s the perennial suggestion, and it’s not a bad one, in theory. But it’d be a whole lot more attractive to Joe Nacho watching the Sweet 16 If, when he saw the spot and plunked out the address on his browser, he didn’t have to start at D3 Podunk U. He wants to coach Syracuse, and if he can’t coach Cuse, maybe he’ll settle for coaching against them at Rutgers, or hell at Niagra. But say he takes the leap and signs up for a season at Podunk U and then realizes that he won’t even be able to coach Niagra for a handful of seasons, and a ~$75+ investment.
So we’re full circle back to the OP. Getting Joe Nacho, who should be a potential customer because he’s somewhat interested in dynasty games and loves college basketball, getting him to give it a try and to stick around is why we’re talking about the benefits of ditching the forced stratification model, that may milk the hardcore nerds out of more money, but almost certainly turns away far more potential users.
Ahh, the Instant Gratification Generation. Big part of what's wrong with **** nowadays. I gotta have it and I gotta have it now.
That’s a bit of a cop out. I doubt 40-somethings are any more likely to want to spend a year and $75+ dollars to play the game that they intended to purchase than 20-somethings. Hell, why stop at 3 levels then? Why not make people start out coaching high school, or AAU, or church-league pick-up games. More levels, more users, more profit, right?
It isn’t about instant gratification. It’s a consumer choosing how to spend his or her entertainment dollars. You can blame millennials if you want, but you won’t get any closer to filling worlds.
Now that's where you're wrong. What's being argued and bandied about IS instant gratification. Wanting to start at the top level immediately without "putting in the time" to learn the game. Do you honestly think that those coaches have any chance whatsoever against the entrenched coaches? No. And despite Mike's attempt at showing how those coaches would never cross paths, he's wrong because I run into coaches in recruiting ALL the time who are recruiting far below the level they should.
Like I said, I could give a **** less where WiS lets coaches start. But to try to sit there and say that it's NOT about "instant gratification" (or whatever term or phrase or bullshit semantics you want to use) is simply disingenuous. The game was (and currently is) designed for coaches to start at the bottom and work their way up. You're proposing to throw away those initial steps and start at the top rung. Now how again is that not "instant"?
And of course the worlds would never fill 100%. That's because as soon as it got difficult, lots of coaches would bail because they can't stand it if they aren't winning easy. But there was a very long time when worlds were north of (or right at) 2/3's in human coaches. The current population is a joke. I would also argue that 40-somethings WOULD be more likely to stay than 20-somethings because for one, they tend to be in a more stable position in life, financially, and tend to have more time for things like HD. But that's a debate for another time. Hell, I started as a mid 30's-something and I'm still here over a decade later. Why? Because I like the game. And because the cost of a team is a very minor inconvenience to me whereas a college student or someone just beginning a career probably has less funds to put toward those teams. And because I have patience and LIKE the idea of having to start at the bottom and work my way up. Guess that puts this old man in the minority thinking these days....
So much to address, in this post and others, but little desire to do so.
You say "coaches need to learn the game". Pretty much the only thing we agree on. But exactly how they do that is the question. You have users agreeing with you then saying D1 is so different. If that's the case, spending a real-life year in D2/D3 is pointless(and a deterrent to filling worlds). Yet the same people are fighting the idea of allowing people to start at some crap D1 school. You simply can't have it both ways.
As for running across users you shouldn't because they're recruiting too high/low, that's simply part of the learning process. That puts us back at the first point. If they're recruiting too high, they'll figure it out because they're not getting recruits. If they're recruiting too low, they'll figure it out because they're not getting the wins. How does playing D2/D3 teach anyone that The Citadel can't recruit top 10 players?
Finally, the discussion is "Should the game design be changed?" It made sense to "work your way up" when every level had 200 users. That is not the case now and it hasn't been for quite awhile.