Luke Paireepinart wrote: > Daniel McNeese wrote: >> and the less the game demands of him before the fun starts the >> more likely he is to stick with it. If potential customers are >> giving up before they even get the game running, that's *bad.* >> > I think Blizzard Entertainment would disagree with you there.
I think you're wrong - your example of WoW doesn't speak to Daniel's original observation that the easier it is for potential customers to evaluate a game, the more likely they are to purchase it. If I understand your claim, it's saying that Blizzard benefits from people giving up before they get the game running. I can see that discouraging new accounts would save Blizzard the bandwidth, customer support, and server space costs, but I find it hard to believe that they don't end up making those costs back several times over in subscription revenue from satisfied customers. -Dave LeCompte