I was wondering about some of the Rebellion stuff that was talked about like map sharing, triggers and steam workshop that hasn't happened as well as some other modder requested items: titan keeps level, configurable command points needed for titans and capitals, etc.
This made me wonder how much is your mod worth to Rebellion if it's ported... And unlike previous expansions, this game is $40 ($30 previous sins owners) which is a sharp contrast to $10 expansions.
Latest unique download stats from moddb (last major release version only).
Star Trek: Sacrifice of Angels 2 ~10,000 downloads
Stars ~3,500 downloads
Sins of the Fallen ~6,000 downloads
Maelstrom ~14,000 downloads
Distant Stars ~unknown
Star Wars: Requiem !unknown
7 Deadly Sins ~unknown
Sins of a Galactic Empire ~17,500 downloads
Stargate Invasion ~11,000 downloads
Many of these mods are also mirrored at other sites like strategy informer, their own download sites or a plethora of other sites (you'd be surprised). This makes the real download counts difficult to tell for sure, but these numbers are pretty solid.
Did you buy Rebellion because one of your favorite mods mentioned it might convert to Rebellion?
Did you buy Rebellion because you expected atleast some to all of the major mods to convert to Rebellion?
Did you buy Rebellion because you knew Sins of a Solar Empire was modder friendly and has several quality mods already released for Previous Expansions?
If so, the net impact from mods for Rebellion could be anywhere from 15,000 - 20,000+ (possibly more) additional units sold.
Assuming the $30 dollar price tag for previous owners this could result in $450k - $600k+ in additional sales.
Now, I understand these are guesses and this is still much lower than the probable number of units sold for rebellion given the original game sold at-least over 500,000 units in 2008. In the case of Rebellion though, we are talking about previous sins owners and potentially justifying their purchase of Rebellion to follow the mod(s) they are interested in for a much higher priced expansion. Plus an additional 450 to 600k isn't anything to sneeze at.
Even excluding the potential hard dollar amount mods may contribute, there are still a wealth of intrinsic benefits that modding provides through free advertising, forum activity, etc.
So...
Would Steam Workshop increase sales over the long term (continued visibility on Steam even after the game drops of the top sellers list)?
Would Map Sharing increase sales?
Would making some of the new content (within reason) such as Titans a bit more moddable as some have requested benefit sins in the long run?
Since August 2009 to February 2011 we have had over...
400,000 Unique visits to the website12,000GB (12TB) of data transferred from our website
That equates to over 60,000 Unique downloads of the entire mod, excluding the excess of 20,000 Patches downloaded.
Thanks to everyone that has supported us this far and making our mod as popular as it is!
Yes, I saw this...
I don't read this to mean your latest 1.x version was download 60k times though. I read this as your mod has been download 60k times since you started tracking over all versions. I was looking for a more quantifiable number.
Edit- I'm just trying to be fair basically and not overstate the numbers.
I'll ask Nacey for numbers for you Zman.
Yes and no. I bought it b/c of additional elements hinted at when they started stuff. I like the core game. I really do. But what will keep my intrest long term is a mod. Im bias...so you can guess which ones mostly.
IMHO, it can only help. But Im a modder and exposure for mods is a plus. It also would allow those who usually shun from mods to try them in theory with greater ease. Could go hand and hand with making a dedicated MP top teir balance mod. Its been done in games in the past. If it gets to the point that those players feel they need to do it themselfs.
Map sharing would! Not just for Mods but MP in general!!!
Again it can not hurt!!!!!
There are many ancient games that have great communites based of mods. Mods tend to outlast the core game, not b/c the core game is bad or good. But b/c the flexability in creating new content allows user to get more from their game.
Indeed. This really should be a must have regardless. I just consider map makers modders so included it.
When I play Sins I mostly play Sacrifice of Angels 2. Can't help it. Someone hands you the one thing that gave you joy as a child/teenager; first you squeal then you run away with it before they take it back.
I look forward to SoA2 in Rebellion (will it be SoA3?). I just wish there was some way to distribute links to all the major mods so that more people would know about them from day one. Then they would revel in the wonderful and crazy world of modders I stumbled into and admire so much.
Bless you SoA2 team. Bless you. [e digicons]:'([/e]
And the Borg still give me nightmares. I love the stalemate games on big maps with multiple stars as the Borg slowly push you back and eventually strangle you. Good times.
This would have been steam workshop
Would intergrating Steam workshop be that time consuming? From my perspective it seems all Workshop does is download and keep updated your mod folder.
Having it would help! Mods, map pack, tweaks....all in one place? YES PLEASE!!!!!! Its a win win for everyone.
I mean look a Skyrim....having pages and pages of mods, addons, tweaks...show again how popular it is. And that there is a community behind the game.
The Devs have already taken the plunge with Steam itself, and Im sure it paid off. So why not keep expanding the boundaries? After listening to Blair's comments on 3 Steps Ahead podcast. Rebellion isnt the end of Sins. So why not keep adding new features, like map sharing. workshop, ladders, etc etc??
It very well expand the interest of SINS longer and even more far reaching!
Mods are what take games way past their release and keep them "classics".
I agree carbon. If sins is not ending here, there is no reason to not start programming features that, if not included in sins 2 would cause riots, now, and sticking them into sins 1.
Its better to think of this approach as per se a trial run? Given the long term support this game has, why not add these items and others like it now.
It cant hurt anything now. And it provides a solid base to test plugging anything into SINS. (I dont know, Im not a programmer)
Adding things like the things mentioned above or even things not even mentioned yet, now or very very soon...can only help work out any bugs if/when you add this type of stuff to any future SINS products. It be great way to create a very solid base for Sins 2 or whatever yall might have in mind.
I know alot of these types of decisions are based on time and money since the team is small. In the end, you gotta do what you gotta do...but not exploring these in nothing else for testing/feedback/general interest, in the current technology you have implemented with Rebellion, just seems to add a greater burden when its crunch time for the next installment into the SINS series.
I sure would like to hear what IC and Stardock think!! If nothing else via PM.
I think the real question is when will the Distant Stars mod come out!? While I'm enjoying Rebellion, I know I'd enjoy it better with DS. Paul G.
When it is finished!
Nooooooooooooooooooooooooo!!!!
There's not much you can do about that. If you want to play your mods, go back to Diplomacy until DS is out for Rebellion. Then go back to Rebellion.
Or just deal with how it is now with the limited planet types of Sins.
Yeah, I know. I'll just wait and think bad thoughts.
Well, it sounds like you fall into category:
"Did you buy Rebellion because one of your favorite mods mentioned it might convert to Rebellion?"
Distant Star specific discussion aside. (take it to its proper place por favor)
This is bump. Just a bump.
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