1. I have not read the script. Still I want to suggest something. I think it would be cool to have the PWXs games each have a wrestling business related back story. The bulk of the story mode would be individual feuds and even major promotion wide happenings, but all the while one thing would be happening in the wrestling industry or the PWX company.
Pro Wrestling X could be the birth of the company. All of the first few matches would be in the hammerlock. Then it could go to a "PWX arena". Then it could enter the national stage.
PWX 2 could be start out with PWX getting very successful. Over seas tradess, and talent exchanges, could introduce wrestlers to foreign promotions. Then a new boss could take over, and he gets rid of any hardcore matches. That could lead to a spit and many wrestlers could form a new company. At first thee was heavy competion, one being hardcore and one very orthodox. Both brutal. But over time a relationship with the two companys could be formed and the end of the game could be a cross promotion PPV.
Ok so its a plot Peter Griffin would like but I think it could be really fun to have a promotion wide story arc running in the back ground of the individuals feuds and story lines.
2. Wouldn't it be cool if you could time it right, when an opponent spins at you for a spinning hand strike you could do a back grapple to then. Any 1 of your available back grapples. You could also do that if an opponent turned away from you after they tried a spinning foot strike to you and you dodged or ducked it. Anyways, I think it could be a great way to keep strong strikes such as rolling elbows and Kawada kicks (gane neguri? havent followed puro in for freaking ever) while keeping the impact of those strikes absolutely devastating.
It could make it so brawlers had to set up there finishing blows just as high flyer's set up their flying attacks. More ideas could go a long with this, super strong strikes all setting up a vulnerability if spammed. They would still be able to try for a desperation strike at any time. I just think it would help the flow of matches a lot and keep strikers and grapplers balanced. I do not want a game where Under Takers beat every one else and I don't want a game where people cant make Taker CAWs.
3. Would it be a good idea to make it so when someone was against a turn buckle there was a set of moves you could do with them leaning there and there was also an option to sit them up upon the turnbuckle? I admit it might over complicate things Okay it would over complicate things... But it would be great for idea 4.
4. Dont forget to have running grapples against people who are in corners. This would be especially cool if it was common for people to end up sitting upon a turnbuckle. Of course that would make it a useful defensive option if you could make someone who was trying to do a turnbuckle move vulnerable when you set them up for sitting grapples. A push to the legs could send an atacker atop the turnbuckles crashing into the sitting on turnbuckle situation. A stick strike to someone who is trying to do a tornado ddt to you late in the match could do the same thing. Also, if things got really pimp with the engine atomic drops and other lifts could allow for a wrestler to pick up his opponent, move, and set him on the turnbuckle. Combine that with the ability to assist your partner, and you have an interesting game. Okay not practical right now.
Okay so those were not crazy. I'm sure someone will think of something.
I'm loving all those ideas. The first about the story would be fantastic, it would give PWX it's own feel and it's own style of Season Mode, not to mention another incentive to purchase any updated versions.
To be honest I'm not quite comprehending your second point. From what I gather, it's that you can swing a fist at an opponent, they duck, and you are vulnerable to a back grapple? If that's what it is, then I like that too. It's simple, but it's one of those things you see in wrestling but is too often overlooked for inclusion in a game, because it seems like such a simple action.
3 and 4 are great ideas for situations. The more situations and fluidity in the gameplay, the better this game will be. Those are some capital ideas; I'd love to sit someone on the turnbuckle, then run up and hurricanrana them off. Sweet.
I hope these ideas can be considered by the PWX team, because they sound great, and not too far-fetched.
1. I really like this idea and think it would be a great way to tie together PWX and PWX2 (hopefully). I'm not sure if a season mode is still in the cards for PWX or if it's still just a touring mode for now. And if I remember correctly there are supposed to be several promotions ranging from small indy feds to large WWE type feds. In the event that a season mode is viable I think it would be essential to introduce interesting characters in all of the feds that have back stories fleshed out.
If PWX2 ever does come out it would be awesome if the characters from these promotions tied together seamlessly in the season modes. For example lets say when your starting out in the indies you fight another up and comer and a botched move on your part causes a potentially career threatening injury to your opponent. In PWX2 that character could make his return to the ring and work his way into the big leagues to settle the score with you. A greedy canniving promoter of the big league in PWX1 could lose his job and wind up as a vindictive disgruntled promoter in an indy fed in PWX2.
I know this is thinking WAY too far ahead but if and when work is begun on a season/story mode I think it wouldn't hurt to consider leaving loose ends in the story in the event that PWX2 ever comes about.
2. This sounds good as well. Anything to prevent a player from spamming strong striking moves would be welcome. As InTheZone said this is something that is often seen in wrestling but rarely seen in wrestling games. It would add some more realism to the game and also help out in the game balancing department as well.
3 & 4. I think this one would over complicate things a bit. For any moves that involve setting an opponent up in this manner I think a canned animation sequence would suffice. It would offer a lot of interesting options and I wouldn't mind trying it out but I just see it as becoming a little too much to handle. I do however really like the idea of being able to push an opponent that is attempting a turnbuckle move (or perhaps diving towards the nearby ropes), setting them up in the sitting situation, or at least causing them some downstairs discomfort.
[quote][cite] Mad Dogg:[/cite]1. I really like this idea and think it would be a great way to tie together PWX and PWX2 (hopefully). I'm not sure if a season mode is still in the cards for PWX or if it's still just a touring mode for now. And if I remember correctly there are supposed to be several promotions ranging from small indy feds to large WWE type feds. In the event that a season mode is viable I think it would be essential to introduce interesting characters in all of the feds that have back stories fleshed out.
If PWX2 ever does come out it would be awesome if the characters from these promotions tied together seamlessly in the season modes. For example lets say when your starting out in the indies you fight another up and comer and a botched move on your part causes a potentially career threatening injury to your opponent. In PWX2 that character could make his return to the ring and work his way into the big leagues to settle the score with you. A greedy canniving promoter of the big league in PWX1 could lose his job and wind up as a vindictive disgruntled promoter in an indy fed in PWX2.
I know this is thinking WAY too far ahead but if and when work is begun on a season/story mode I think it wouldn't hurt to consider leaving loose ends in the story in the event that PWX2 ever comes about.[/quote]
That sort of story is exactly what I was hoping the first poster was talking about. That would be sweet as, because not only can you see the story of your character in the promotion, but the overall wrestling scene and industry. A game that could pull that off would have my vote for best Season mode, hands down.
[quote][cite] Mad Dogg:[/cite]3 & 4. I think this one would over complicate things a bit. For any moves that involve setting an opponent up in this manner I think a canned animation sequence would suffice. It would offer a lot of interesting options and I wouldn't mind trying it out but I just see it as becoming a little too much to handle. I do however really like the idea of being able to push an opponent that is attempting a turnbuckle move (or perhaps diving towards the nearby ropes), setting them up in the sitting situation, or at least causing them some downstairs discomfort.[/quote]
I'm the last person to understand the technological logistics of putting situations like this into the game, but I don't understand why that one specifically would be difficult to implement. If anyone can fill me in, I'd like that, because as I said I wouldn't have a clue when it comes to the technical programming side... I'm just here to give my best constructive point of view of a fan who definately knows what he wants.
I'm the last person to understand the technological logistics of putting situations like this into the game, but I don't understand why that one specifically would be difficult to implement. If anyone can fill me in, I'd like that, because as I said I wouldn't have a clue when it comes to the technical programming side... I'm just here to give my best constructive point of view of a fan who definately knows what he wants.[/quote]
I don't think it would be a technical problem at all really but I'm not sure if it's really necessary is all. In a situation when someone sits an opponent on top of the turnbuckle it is almost always a set up for the an immediate follow-up move. I think the sitting part should just be a part of the animation for that move. It will look more fluid this way and won't require the player to perform two separate actions just to perform a variation of a turnbuckle grapple.
The only instance I can see where it would be different would be a running move (eg. hurracanrana) to an opponent sitting on the turnbuckle. But I don't think the ability to set the opponent in the required sitting position would be required. Perhaps this could be part of a counter for a top rope manouver. There could be several different moves assigned to this, most leading from a desparation dive towards the ropes causing the opponent to drop into the sitting position followed by a follow up move or no move at all and just the opponents selling of the ensuing pain to the twig and berries.
I just can't think of any situations really that couldn't be handled more simply and fluidly by canned animation sequences.
What about a running strike, such as a dropkick to their legs? Or perhaps an attack in which the opponent is sent over the turnbuckle to the outside floor.
I do like the idea of it being a diving attack reversal, because it would be simpler. I think diving attack reversals could be a great situation to pull out some new moves.
Nice ideas man but I don't get the season mode story you have in mind for the first PWX.Is it just a opening of a company with little feuds and nothing happening in particullar or...?What is it?
Well the company and industry wide story lines would not be very interesting in and of themselves. They would however be a way to introduce other story lines, characters, and promotions. Then again I think some of the most important drama of pro wrestling does come from real life business. Wrestlers changing promotion, promotions opening, promotions closing. Real life business needs also affect booking, because when your low on cash and you need a TV deal you pull out all the stops on your PPV. This may not affect WWE fans as much, but ECW, indy, and Puro fans should know what I'm talking about. Hell, I would even say that American wrestling is so boring now because theres not the movement of talent between promotions like there was in the 90s. I think this idea would add a lot of depth and realism to the PWX Universe.
One thing that gets old in the WWE games is that you find yourself in the same match all too often. If wrestlers were leaving your promotion, and new ones were coming in, it could allow for the roster to be kept interesting and fresh, while at the same time setting up plots down the road. I think having a big roster for the game is important but if promotions all had small rosters it would be easy to stay informed and involved in whats happening with your promotion.
Also, I think that whether on not a CAW was face or heel, in the first game no matter who you were you could be fighting for PWX's survival. Typically game story modes are always about just you. This way it could be about something bigger and people could get more involved in the story lines.
Also, as for the sitting turnbuckle grapple idea, what if each character had one or two moves that they could do to people to opponents sitting on the turnbuckle? Everyone could set people up in this position, but they wouldn't have to. Still the option would allow for more running to the turnbuckle attacks, tag team moves, and it would allow for more reversals of turnbuckle moves. Most important is the tag team potential. I really want to set someone up on the turnbuckle then hoist my running partner over my head and at the opponent, setting up a hurricanranna. It wouldn't happen every match, but it would be very fun. Plus since the opponent is sitting if he is not properly worn down he has a chance to hit a flying attack on you, or a tornado ddt. I think this would really help out cruiser weight fans. Anyways, like most of my ideas its something people should be able to do, but at the same time you should not have to mess around with it if you don't want to. Its one of those "I can do that?" things.
I like the story mode idea. You could have interesting story branches like having a crooked promoter ask you to take a dive and having to choose whether to lose or not. It could mean the difference between taking a dive and being the promoter's golden boy and getting title shots but average to high pay offs (which you'd use to unlock content in-game or buy downloadable content) or beating the guy and going onto success despite the promoter and unlocking game content without purchasing it.
[quote][cite] PunkDraco:[/cite]Also, I think that whether on not a CAW was face or heel, in the first game no matter who you were you could be fighting for PWX's survival. Typically game story modes are always about just you. This way it could be about something bigger and people could get more involved in the story lines.[/quote]
I think another option that would make it seem more like a turbulent industry AND give a player more control, would be whether you can abandon a company as well as fight for them. Something like the Survivor Series WWE vs. ECWCW match a while back, when Jericho tried to turn on the WWF. Then your character could jump to the other promotion - if they don't fold in the storyline - and continue a bitter rivalry with those in the former company, as well as having their own story arch in the new company.
These ideas might all seem a bit complicated, but I think if you want to make PWX really stand out, this is one of the ways to do so. It's very different, very evolved, from the WWE games, and I think it could seriously be looked at to be a big feature in the future.
I don't think too many resources need to, or can be, spent on story mode. That said, I would very much like to see the story mode introduce people to the characters, the promotion, and involve players by using company wide angles. I think one of the more boring aspects about WWE games is that the only things relevant to the player are the players matches. I don't think that PWX can get too complicated in story mode, but it can set up things for an amazing story mode in PWX2. As it is right now I think that making the story mode too complicated will make it hard for players to get into each character. Anyways, you guys are coming up with some great angles.
One simple thing that PWX can also do is have a linear story mode, but allow the player to have a say with who he aligns himself with and whom he feuds with. Those simple choices could actually affect the player later on in the game and also in sequels. Long, complicated relationships between wrestlers is another great thing about wrestling that has yet to translate into games.
[quote][cite] PunkDraco:[/cite]One simple thing that PWX can also do is have a linear story mode, but allow the player to have a say with who he aligns himself with and whom he feuds with. Those simple choices could actually affect the player later on in the game and also in sequels. Long, complicated relationships between wrestlers is another great thing about wrestling that has yet to translate into games.[/quote]
Brilliant, and so true. I understand what you mean about the season sounding complicated, and you're probably right. Considering it's the development of the first installment, it might be a bit far-fetched. It's still great to have the ideas on the table for the future, and as they say; shoot for the stars, reach the moon. Sounds corny I know, but you need to aim high and get these great ideas in the open so that there's something to aspire to for the game's future development.
I really do hope the simple control over alliances and enemies is incorporated, that would be fantastic.
I don't know if this is "crazy" or not but I have a suggestion for an advertisement. How about this? PWX probably isn't the first wrestling game you'll buy but it is the last one that you will ever need to play.
[quote][cite] killerb:[/cite]I don't know if this is "crazy" or not but I have a suggestion for an advertisement. How about this? PWX probably isn't the first wrestling game you'll buy but it is the last one that you will ever need to play.[/quote] Riiiiiiiight and you came up with it yourself nice
[quote][cite] InTheZone:[/cite] These ideas might all seem a bit complicated, but I think if you want to make PWX really stand out...[/quote]
If I have learned something about 'complicated' in terms of game development it's that you never know how complicated or not something will be until you try to make it happen. Just making a simple punch work was easily 20 times harder and took that much longer to make work than flying moves did. Who'd have thought?
[quote][cite] PWX_Dave:[/cite][quote][cite] InTheZone:[/cite] These ideas might all seem a bit complicated, but I think if you want to make PWX really stand out...[/quote]
If I have learned something about 'complicated' in terms of game development it's that you never know how complicated or not something will be until you try to make it happen. Just making a simple punch work was easily 20 times harder and took that much longer to make work than flying moves did. Who'd have thought?
Great topic guys.[/quote]
I definately would not have guessed that. Thanks for reading the ideas in the topic.
Actually idea #1 of Punks was echoed by more than a few industry people who feel the PC industry is moving towards episodic releases. They suggested as well that we expand the game one venue and one wrestling style at a time every 3-6 months. But everybody has opinions and you never know what will work until you try.
[quote][cite] PWX_Dave:[/cite]Actually idea #1 of Punks was echoed by more than a few industry people who feel the PC industry is moving towards episodic releases. They suggested as well that we expand the game one venue and one wrestling style at a time every 3-6 months. But everybody has opinions and you never know what will work until you try.[/quote]
That is an interesting, and profitable sounding, business model. But it could bite you on the ass just as easily.
You'll get some sales on certain 'expansions' from some people, while not on others.
With the on-line mode this could play hell with people not being able to get together because they all do not have the same games. It is something to think long and hard about.
Thats totally my problem with the idea. The only way I could see it working would be if the expansions worked completely independently of each other but that would open up a completely new can of worms.
If you look at the original Sims, you had to buy the original base pack, and then could choose whichever expansions you liked. Wouldn't this work with PWX, too? I don't think it would be too much to ask to buy the base pack for whatever expansion you wanted, but that may just be me.
It's not as if each expansion would only have one sales target either; although it could be the case for a small amount of customers (who may only enjoy one 'style' of wrestling), the majority of wrestling gamers would want to buy all the expansion packs, and have a combination of all styles of wrestling. I, for one, would do that.
[quote][cite] valdik:[/cite][quote][cite] killerb:[/cite]I don't know if this is "crazy" or not but I have a suggestion for an advertisement. How about this? PWX probably isn't the first wrestling game you'll buy but it is the last one that you will ever need to play.[/quote] Riiiiiiiight and you came up with it yourself nice[/quote]
I did come up with it by myself...why, is that good or bad?
That's the type of thing we are talking about, but what happens if you are playing someone on-line who only has the base pack, while you have the flippy floppy high spot pack?
Can you play YOUR pack, or only the base pack since that is what the other guy has? Or would it keep you from being able to connect with each other at all, since you both have different versions?
Or if you are releasing a wrestler you created for other people to use.
You have 3 games, Base, Flippy Floppy High Spot, and El Gringo Lucha. What if I have Base, Red Sun Rising, Jurassic Mats, as well as El Gringo Lucha, but no Flippy Floppy High Spots. Would I be able to use your created wrestler?
The more expansions you release, the more different types of combinations appear.
That's the type of thing we are talking about, but what happens if you are playing someone on-line who only has the base pack, while you have the flippy floppy high spot pack?
Can you play YOUR pack, or only the base pack since that is what the other guy has? Or would it keep you from being able to connect with each other at all, since you both have different versions?
Or if you are releaseing a wrestler you created for other people to use.
You have 3 games, Base, Flippy Floppy High Spot, and El Gringo Lucha. What if I have Base, Red Sun Rising, Jurassic Mats, as well as El Gringo Lucha, but no Flippy Floppy High Spots. Would I be able to use your created wrestler?
The more expansions you release, the more different types of combinations appear.[/quote]
I did not think of that, but you're right. Online, it would limit options.
Would it be worth limiting who you can verse online, so that we can buy all these expansion packs? I for one say yes. The worst limit, I think, would be that you can only face people who have the same packs as you... I don't see any other way around it.
It depends on if you go with this type of business model.
How important on-line mode (and sharing of user created content) is to your overall game design. I think it is a pretty big part of what Dave and co. are going for with PWX.
Anything that can alienate some of your future fan-base is something you have to think long and hard about.
While we all may be willing to buy every expansion that comes out, someone new who just hears about the game 2 years from now may be put off on having to buy 15 expansions plus the base game just to play with their buddy down the street who has been playing since the game began.
Instead of $35 to play that friend they have to put out over $200. Not gonna happen, most likely.
I think episodic releases are kind of crappy in my opinion. I think having strong sequels that fully encompass the entire game for one price is much better for the consumer and it will attract new players rather than counting on milking money out of an established user base. That said I would very much like to see PWX sequels tie into previous games. How nice would it be to import a CAW into a new game and only have to do 5 minutes of tweaking rather than spend 2 hours rebuilding your wrestlers?
That said I do think the PWX Universe could have "side games" that would focus solely on MMA and hardcore features. These would play very different than the current PWX, but at the same time could provide features for future PWX releases. PWX could even eventually expand into wrestling RPGs. Another way to make a quick buck would be to dumb down the game and add in crazy moves and funy stuff and make an arcade style wrestling game. I think thats stuff to be done after PWX though.
I absolutely do not want to have to buy a completely different PWX game that focuses on hardcore. I much rather buy a hardcore expansion or something like that. IMO, PWX should focus on adding as much to the first release of PWX as possible and then offer new match types, moves, characters, CAW parts for download for a small price or some items for no charge.
I would not want to buy a hardcore game either. I am not very interested in broken glass scaffolds and severe blood loss. However my wish is that PWX will sell for forty dollars and is a complete wrestling game. I hope that it will incorporate elements from as many pro wrestling styles as possible with out making one style more fun to play or easier to win with.
If that is how the game turns out I do not think it would be a bad idea to use PWX as a basis for games that focus on specific wrestling game experiences. These could be provide revenue for development in a way that is similar to Uprising. Once PWX is released some its engine and content could be gutted down and tweaked to focus on one style of wrestling. These games could provide fans of that style a game specifically for them while essentially paying for itself and letting the crew experiment with styles of game play that it did not have the resources to do in PWX. Hopefully the work done on these releases could go towards making PWX 2 much more expensive and deep. Honestly I would rather see PWX be expanded by expansion packs but I wanted to provide a version of the episodic release thing that didn't piss me off.
Ideally I would like to see expansion packs that focus on new types of game play while things like CAW parts and new moves are funded by the expansions but are released to any one who has the basic PWX. That way you can play the basic matches against anyone and you would only need to buy an expansion to play a game that focuses on something different. Id love a chain wrestling expansion, an MMA expansion, a hardcore expanion, or even something thats more about RPG or arcade style game play.
Well honestly I PWX should be a mixed style game. I think that "expansions" should actually play different than PWX. I think the expansions should feel like stand alone games. During the course of developing these expansions new moves and new CAW parts will likely be developed, and these along with the occasional new feature could be added in a free update for PWX. That way, throughout the games lifespan people will get new things for PWX without facing the difficulties of constantly buying expansions to enjoy the game. However, by making expansions that offer a style of game play thats different than PWX the WGU could use PWX as a basis for these specialty games while using these specialty games as a way to fund adding things into PWX.
One example of something like this being done in the game industry is Battle field 2 Special Forces. Special Forces was an expansion of Battlefield 2, but it played like a game in and of itself while providing new material (weapons) to be used in Battlefield 2. Another more dramatic example is the City of Heroes and Villains games from NC Soft. People who play City of Heroes were able to benefit from the new costume parts developed for City Of Villains. While the games share a monthly subscription, both games benefited from the money earned from the sales of the other title. What I am proposing is a little different, but as a potential customer I would love to occasionally spend money on niche market games that provided me with an experience different than PWX while at the same time getting new material to use in PWX.
Take a role playing PWX for example. You would actually have to earn attribute points, learn moves, and earn CAW parts. Building a wrestler would occur over the length of a story mode. An RPG PWX would focus entirely on letting someone build a character over time. This game could even incorporate a level system. The end result of this character building could lead to wrestlers that are built and play a lot different than PWX CAWs do. Using NC soft as an example again, they use there role playing game Guild Wars to provide players with an oppurtunity to build and use characters over time but at the same time they allow people to build specifically PVP characters that are all the highest level characters and thus very balanced and quick to build. If the WGU built an RPG expansion it could provide players with the ability to build characters over time and play them in a unique way while at the same time funding development of new moves and features for PWX.
Or in Adam Ryland terms: PWX would be the hub; its expansions would be like Extreme Warfare (that focuses on the booker's end) and Wrestling Spirit (focusing on a single wrestler's journey), but though they can be individually enjoyed, they also buffer and bolster the hub that is the PWX Core package.
The problem though, that most people are bringing up (including you, PD) is what if you don't have the expansion that the person you're facing online has (thus, unable to partake of its benefit to the Core)? How would one compensate? THAT is a question that we truly need Dave to answer before they can even CONSIDER making "Red Sun Rising", "Flippy Floppy High Spot", and "El Gringo Lucha"...
I don't think you understand what I'm saying. If I used the word expansion its more of an add om game mode. PWX is Half Life and the add om game mode based off it would be Counterstrike and Team Fortress. People playing PWX would not play people playing add om game modes. I would play one game you would play another. Of course if I had PWX and an add on game while you had PWX and a different add on game we could both play PWX together online. The business model I propose would use PWX as a base to develop these add on game modes. These game modes would expand upon PWX but would allow anyone to play anyone in the game modes that came with the purchase of PWX. The key to this benifitting the whole PWX community would be that some of the development done for the games would provide new content, or money for new content, to be given to all PWX uses in free downloads.
[quote][cite] fullMETAL:[/cite]Or in Adam Ryland terms: PWX would be the hub; its expansions would be like Extreme Warfare (that focuses on the booker's end) and Wrestling Spirit (focusing on a single wrestler's journey), but though they can be individually enjoyed, they also buffer and bolster the hub that is the PWX Core package.
The problem though, that most people are bringing up (including you, PD) is what if you don't have the expansion that the person you're facing online has (thus, unable to partake of its benefit to the Core)? How would one compensate? THAT is a question that we truly need Dave to answer before they can even CONSIDER making "Red Sun Rising", "Flippy Floppy High Spot", and "El Gringo Lucha"...[/quote]
Do I get royalties if they use those as expansion names? 8)
[quote][cite] PunkDraco:[/cite]I don't think you understand what I'm saying. If I used the word expansion its more of an add om game mode. PWX is Half Life and the add om game mode based off it would be Counterstrike and Team Fortress. People playing PWX would not play people playing add om game modes. I would play one game you would play another. Of course if I had PWX and an add on game while you had PWX and a different add on game we could both play PWX together online. The business model I propose would use PWX as a base to develop these add on game modes. These game modes would expand upon PWX but would allow anyone to play anyone in the game modes that came with the purchase of PWX. The key to this benifitting the whole PWX community would be that some of the development done for the games would provide new content, or money for new content, to be given to all PWX uses in free downloads.[/quote]
I see what you are saying with the Counter Strike, Team Fortress thing. You are saying those would be stand alone games, that would pay for certain things being added to the core PWX product. That can work, but can also add problems.
Now you are saying that you want them to make a Kill Maim Destroy expansion that focuses on hardcore matches. Maybe it has the Ultimate Cage Deathmatch in it. People buy it, and the proceeds from that can be used by Dave and co. to maybe animate new moves for PWX that users get for free.
The problem there is PWX stays a vanilla game, that maybe gets some small updates to moves and arenas and the like, but if you want different game modes you have to buy different expansions.
I'm not saying that won't work. I'm saying that has it's own problems and can again run the risk of turning people off. Although it works for games like Half-Life.
So we have the Half-Life type model, or the Sims type model. Both have plusses and minuses.