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Ben Nerevarine
Apr 14, 2006
I feel pretty confident about Battlerite's chances to thrive, or at least do more than get by on life support and a community of a whopping ~50 active players like BLC did for years.

1) it's on Steam
2) all heroes unlocked from the get-go (if you pay ~$20 during EA)
3) built-in hardcore BLC playerbase screaming its praises at every turn (there are dozens of us, dozens!)
4) no medallian/traits, and battlerites is a good system allowing for some specialization and counter-play
5) the spectate system is very impressive. If they invest in competitive even a little bit and leverage a VR cameraman during events, I think it has the potential to take off. This game is made to be a spectator sport.

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Ben Nerevarine
Apr 14, 2006

Rafza posted:

i wasn't around for the tail end of BLC, what did they do (or not do) for it to die? just a lack of promotion or what

A few big stand-out reasons:
- It was published by FunCom. There was little to no advertising and navigating the website/registration process was an absolute nightmare.
- The original pricing scheme was ridiculous. The $100 "Titan" edition didn't even include all the champs, if I remember correctly. The game was optionally Free to Play from the start but the prices of unlocking anything via in-game currency were punitive. Earning enough to unlock even a single champion took dozens and dozens of hours.
- In a move designed to reinvigorate the game, they added medallions and traits which are similar to LoL's system, unlockable minor attribute boosts. Without going into a lot of detail, they were not good for the game.
- The game's small playerbase was self-reinforcing. New players would jump in and find themselves up against people who had been playing it for years.

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