Re: Are we paying more for less?
Talleyrand - You said that the manual is just a manual. Based on a small sampling (one scanned image, my preorder shipped today and obviously is not in my twitching hands) it seems to me that the manual is less of a "push these buttons, make game work" manual typical of games these days, but more of reference guide to the features (features = units, spells etc in this context) more similar to a programming language reference guide or an extremely well written after market strategy game guide.
You have discussed production value. I am in the initial planning stages of a small business. One of the most important things I am trying to determine is what my minimum sales volume needs to be to not lose money (I want to start very small and continue to remain employed full-time). This very planning makes me poignantly aware that Shrapnel, having much smaller sales volumes than someone like Atari, or even Atari games sold just at Wal-Mart, must do a similar analysis, only they need to make money beyond their cost of production in order to pay their employees.
Based on my perception of the tone of the forum posts of Shrapnel staff, it seems that they are surprised at the level of success that Dom3 is garnering for them. I agree with the poster who mentioned that from an economic stand point this means that the game is perhaps underpriced.
Lastly, just from playing Dom2 (which I caught on sale at $32.95 - Shrapnel does periodically reduce prices) I would say that the replay value is definately in the top 5 games that I own. In making this assessment I am combining price per unit time spent playing the game as well as the intangible of personal sense of enjoyment per unit time spent playing the game.
Thank's for letting me share my thoughts regarding this thread.
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