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 Post subject: Re: How successful was Awesomenauts?
 Post Posted: Fri May 25, 2012 4:34 pm 
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"Sadly" i got it through PSN, and have no way of supporting it now untill DLC comes out, but I would've most definitely have checked it out (As I do with all the releases on PS Store).

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 Post subject: How successful was Awesomenauts?
 Post Posted: Fri May 25, 2012 5:12 pm 
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I actually drove to the store for a psn card to buy this game after seeing it on total biscuits channel. The split screen online gameplay looked like a lot of fun


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 Post subject: Re: How successful was Awesomenauts?
 Post Posted: Tue Jun 12, 2012 7:16 pm 
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Corrupted__Hero wrote:
The only reason PSN has 50000 Players, is that it is still free for Plus.
Stay realistic folks.

Its a great game, but without Plus, most of you guys( including me) wouldnt even be here and there would only be about 10000.


I came here because of PS+, sayed here because it's a great game :monkey:

I'm just glad that PS+ is gaining some traction, ~5x the installment base for an unknown I.P. is a great incentive for other small developers to team up with PS+

I do wonder how the deal works though. They pay you a flat fee, then X% after X downloaded?

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 Post subject: Re: How successful was Awesomenauts?
 Post Posted: Wed Jun 13, 2012 12:28 am 
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Mog wrote:
I have a feeling that it's going to grow exponentially once word of mouth starts spreading though. I know that just last week I only tried the demo, but it was awesome and I ended up buying a real copy. My roommate then tried it and loved it as well and got a copy for his xbox, and then we had some friends come over to play it lan-style on the two xboxes, and 3 of the 4 other people also ended up buying copies. That's 5 copies being sold just off one person trying the demo. I know this particular case isn't super common, but I feel like a game this good and this affordable is bound to succeed.


Aww *, now I have to get 5 people over so I can LAN this game, that sounds awesome. I didn't even realise you could do that.


I read some stuff about a port to PC being likely, distributing on something like Steam would be better than cheap, it's pretty much free, along with the massive amount of people who use Steam and would see this game, it would provide a very healthy boost. The worry is that there would be more support for the pc version and the Xbox/PS3 version would be neglected due to the lengthy and expensive process of updating them and providing DLC. I don't think that'll happen, at least I hope it doesn't. Who knows, we'll have to see in the future, but for now I'm appreciating Ronimo's support for this game and I'm looking forward to the future of this game regardless and fully trust Ronimo.

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 Post subject: Re: How successful was Awesomenauts?
 Post Posted: Thu Jun 14, 2012 11:49 am 
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Thane wrote:
Mog wrote:
I have a feeling that it's going to grow exponentially once word of mouth starts spreading though. I know that just last week I only tried the demo, but it was awesome and I ended up buying a real copy. My roommate then tried it and loved it as well and got a copy for his xbox, and then we had some friends come over to play it lan-style on the two xboxes, and 3 of the 4 other people also ended up buying copies. That's 5 copies being sold just off one person trying the demo. I know this particular case isn't super common, but I feel like a game this good and this affordable is bound to succeed.


Aww *, now I have to get 5 people over so I can LAN this game, that sounds awesome. I didn't even realise you could do that.


I read some stuff about a port to PC being likely, distributing on something like Steam would be better than cheap, it's pretty much free, along with the massive amount of people who use Steam and would see this game, it would provide a very healthy boost. The worry is that there would be more support for the pc version and the Xbox/PS3 version would be neglected due to the lengthy and expensive process of updating them and providing DLC. I don't think that'll happen, at least I hope it doesn't. Who knows, we'll have to see in the future, but for now I'm appreciating Ronimo's support for this game and I'm looking forward to the future of this game regardless and fully trust Ronimo.


A PC port would be difficult.
1. It is a console game, it controls like it should on a console, and not everyone buys on pc just to play with a controller.
2. It would be competing with LoL, HoN, Dota 2 and other, larger MOBA's that have more content and advertising...

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 Post subject: Re: How successful was Awesomenauts?
 Post Posted: Thu Jun 14, 2012 5:48 pm 
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Derpl Zork wrote:
Xbox is only 9000 something last I checked, we need more advertisement. :P

Last I checked close to 11500... Yeah we need more people lol

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 Post subject: Re: How successful was Awesomenauts?
 Post Posted: Fri Jun 15, 2012 6:23 am 
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IssacFrost wrote:
Derpl Zork wrote:
Xbox is only 9000 something last I checked, we need more advertisement. :P

Last I checked close to 11500... Yeah we need more people lol

Wow. PS3 had over 50,000 last I looked.

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 Post subject: Re: How successful was Awesomenauts?
 Post Posted: Fri Jun 15, 2012 7:26 am 
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Bront20 wrote:
IssacFrost wrote:
Derpl Zork wrote:
Xbox is only 9000 something last I checked, we need more advertisement. :P

Last I checked close to 11500... Yeah we need more people lol

Wow. PS3 had over 50,000 last I looked.

Two reasons for that excluding bare user base.
1.Ps+
2.Free Online Play.

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 Post subject: Re: How successful was Awesomenauts?
 Post Posted: Sat Jun 16, 2012 11:21 pm 
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FireflyJenkins wrote:
Bront20 wrote:
Wow. PS3 had over 50,000 last I looked.

Two reasons for that excluding bare user base.
1.Ps+
2.Free Online Play.

Yeah, I'm aware of the circumstances.

Then again, I'm used to other games that usually have twice the exposure on the 360 instead.

FYI, it was over 63,000 on the PS3 this morning.

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 Post subject: Re: How successful was Awesomenauts?
 Post Posted: Sun Jun 17, 2012 3:19 am 
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Shade667 wrote:
A PC port would be difficult.
1. It is a console game, it controls like it should on a console, and not everyone buys on pc just to play with a controller.
2. It would be competing with LoL, HoN, Dota 2 and other, larger MOBA's that have more content and advertising...


i dont see how the controller part matters. you could just as easily make this a WASD and Mouse config and still keep the option for a 360 pad for those who would rather play it that way. as for competition, i think its fine because unlike alot of DOTA competitors that ALL look and play similarly this one actually has different hooks to it (2D perspective that DRASTICALLY changes the game, engaging maps, being able to change the store as a way to differentiate characters and players.) and plays both familiar and different enough that it could garner its own niche in quite the same way SMITE is doing right now with its 3rd person perspective approach. and while i still bought the 360 version of the game, ill understand if this works out more for PC end just because its easier to sell a game like this as F2P where you buy characters and skins than as a full game part of a very walled in system.


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