fecrails wrote:As I said in a post a few months back, I believe that DTG missed the mark on their consumer research. I believe they still don't get it. Why all the questions on the survey about operational tutorials? Are they really so arrogant that they believe they created a masterpiece and the reason no one plays it is that they don't know how? Maybe DTG, it's because they are bored stiff! I believe that anyone that stays interested in this hobby for any length of time wants to engage in creating something. Routes, assets, scenarios, reskins, sounds, etc. Without tools and a software architecture that allows creative engagement, a rail simming franchise will be limited to a small group of prototypical perfectionist (Run 8), or a fleeting audience of casual gamers (TSW), neither of which are most likely commercially viable business models. Releasing the game with no way to create or easily modify anything I believe has proven to be a flop. They would have been much better off following a path much like N3V did with Trainz and update the TS architecture to a modern graphics library, and improve the core physics. Trainz now has a graphics engine that rivals TSW and has backwards compatibility with almost every asset in the history of the game. What Trainz doesn't have is the quality content, workshop scenarios and realistic immersion that TS has. That's why it's still mainly a no go for me. Did choosing UE4 back DTG into a corner with an overly complex architecture that will make casual creative engagement near impossible? I would say it seems like it did. Gamers with consoles will ditch TSW after a few hours of play from sheer boredom and word spreads quickly in that community that it's a dud. Serious hobby train simmers will ditch anything that won't EASILY allow tinkering and creating. Marketing rule #1: Know thy audience!
Well said!