a) devs believe very strongly in word of mouth, which is why excessive development time and resources are spent catering to uber guilds, and a bad launch leaves thought leaders with a bad taste which they share
b) for individual purchasers, it makes a poor first impression and unlikely to convert into a subscription
c) for investors and publishers, a bad launch indicates that this was a poor business decision and the loss should be written off as soon as possible (stop pouring money into a rathole, get the write-off in the appropriate fiscal quarter to help the company's stock strategy)
Re: Accessibility is a game's vocation
Bad launches kill titles because:
a) devs believe very strongly in word of mouth, which is why excessive development time and resources are spent catering to uber guilds, and a bad launch leaves thought leaders with a bad taste which they share
b) for individual purchasers, it makes a poor first impression and unlikely to convert into a subscription
c) for investors and publishers, a bad launch indicates that this was a poor business decision and the loss should be written off as soon as possible (stop pouring money into a rathole, get the write-off in the appropriate fiscal quarter to help the company's stock strategy)