more advertisement, and the learning curve is hard. Most of the people aren't as patient as we all have been with the game, a lot of people want to just pick up a game and be able to play.motoxjeff#7 wrote:I know this is not the thread to discuss this, but I am not about to create a new topic just for it, but what exactly is it that keeps mxsim from being a Huge and wide fan base game. I mean it has the graphics - deformation ( mva style , and I know mxs has something like it ), and Physics are tough as hell, but legit after you get the basics down, I dunno maybe a dumb question but was is it that this game needs in order to get even more ppl.
mx vs atv alive gameplay
Re: mx vs atv alive gameplay
TEAM VITAMIN WATER YAMAHA
MX SIMULATOR - IN MOTION
http://www.youtube.com/watch?v=I5NKNqRy-G0&hd=1 <--- WATCH IT!
MX SIMULATOR - IN MOTION
http://www.youtube.com/watch?v=I5NKNqRy-G0&hd=1 <--- WATCH IT!
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Re: mx vs atv alive gameplay
is there a way of creating seperate forms of the game. Amateurs play arcade ( mva style physics ), and Pro's play what we have now. I don't it would be nice to see more advertisement on mxs ....
Re: mx vs atv alive gameplay
Ive been playing this game for around three years, and still crash about twice every race...
That's why this game isn't the most popular Motocross game, you cant just pick it up and be fast. (Like MVA)
It takes skill and practice, most people are not willing or simply don't have the time.
Graphics and all that shit too...
It doesn't make you change your lines, or alter the way you ride the track. Just looks cool.
Deformation in MXS sucks, at best it just forms square edge bumps that you cant see. YAY!
Would need a lot of work to make it usable in game.

That's why this game isn't the most popular Motocross game, you cant just pick it up and be fast. (Like MVA)
It takes skill and practice, most people are not willing or simply don't have the time.
Graphics and all that shit too...
Not quite. But the deformation in MVA is pretty much cosmetic, its not like you can form a inside rut and hit it every lap.motoxjeff#7 wrote:I mean it has the graphics - deformation
It doesn't make you change your lines, or alter the way you ride the track. Just looks cool.
Deformation in MXS sucks, at best it just forms square edge bumps that you cant see. YAY!
Would need a lot of work to make it usable in game.
Re: mx vs atv alive gameplay
Why isn't MXS appealing to the mass market?
Accessibility.
It's on PC only.
Accessibility.
It has a super steep learning curve with no helpers to get people into it other than to just play. Don't say it has arcade, because we all know the Arcade mode sucks.
Accessibility.
It looks like a PS1 game (in stock form, non doctored screens). Even with user stuff, few tracks really look good, the bikes do look great though, i'll give it that.
Accessibility.
Accessibility.
Accessibility... menus, adding custom content, managing custom content, changing settings, selecting events, online, physics, etc. Mass market gamers are lazy, if it isn't right in front of them they won't take the time to figure it out.
Lack of bells and whistles. Other than hardcore fans, you won't find too many people that just want to play a bunch of races. They want some sort of structured campaign.
Accessibility.
Lack of marketing. I put this one so low because good games will grow via word of mouth... Even MXS has.
Accessibility.
Lack of features gamers expect. People expect to have menus with previews, install and play gameplay, and to pick it up and experience FUN within a few minutes.
Accessibility.
Just my thoughts. I don't think it's a downfall of MXS, it is just simply the type of game it is. It's a niche game in a niche market. It'll continue to grow, but without the things above it'll never be mass market, and even if it did have all that stuff, it still would be an MX game which isn't a huge mass market appeal. Even MVA isn't mass market, we're stretching to reach the whole racing audience which is a niche of the gaming market in itself.
Go ahead, get out the lynch mob and let me have it.
Accessibility.
It's on PC only.
Accessibility.
It has a super steep learning curve with no helpers to get people into it other than to just play. Don't say it has arcade, because we all know the Arcade mode sucks.
Accessibility.
It looks like a PS1 game (in stock form, non doctored screens). Even with user stuff, few tracks really look good, the bikes do look great though, i'll give it that.
Accessibility.
Accessibility.
Accessibility... menus, adding custom content, managing custom content, changing settings, selecting events, online, physics, etc. Mass market gamers are lazy, if it isn't right in front of them they won't take the time to figure it out.
Lack of bells and whistles. Other than hardcore fans, you won't find too many people that just want to play a bunch of races. They want some sort of structured campaign.
Accessibility.
Lack of marketing. I put this one so low because good games will grow via word of mouth... Even MXS has.
Accessibility.
Lack of features gamers expect. People expect to have menus with previews, install and play gameplay, and to pick it up and experience FUN within a few minutes.
Accessibility.
Just my thoughts. I don't think it's a downfall of MXS, it is just simply the type of game it is. It's a niche game in a niche market. It'll continue to grow, but without the things above it'll never be mass market, and even if it did have all that stuff, it still would be an MX game which isn't a huge mass market appeal. Even MVA isn't mass market, we're stretching to reach the whole racing audience which is a niche of the gaming market in itself.
Go ahead, get out the lynch mob and let me have it.
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Re: mx vs atv alive gameplay
haha ok in that case, after Reflex, and Untamed it is no wonder why you all are not mass market, if you ever have been. I guess we will see after ALIVE if this franchise is even worth the Alessi Style Hype.Go ahead, get out the lynch mob and let me have it.
Im not trying to argue

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Re: mx vs atv alive gameplay
Checkers is right about this game vs MVA.
I'd say probably half the people that have ever played this game actually play a second time, and probably a half of that amount actually makes it to a month, or more.
Think of MXS like the Special Forces. Many will try, few will make it.
I'd say probably half the people that have ever played this game actually play a second time, and probably a half of that amount actually makes it to a month, or more.
Think of MXS like the Special Forces. Many will try, few will make it.

Re: mx vs atv alive gameplay
I was thinking more the marines.
The few. The proud. The MxSim'ers.

The few. The proud. The MxSim'ers.

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Re: mx vs atv alive gameplay
No. Just stop.Stickerz wrote:I was thinking more the marines.
The few. The proud. The MxSim'ers.
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Re: mx vs atv alive gameplay
That wasn't even a slogan. Haha. I just made it up. But how many of you guys have introduced people to this game, and how many of them actually play it?
I've shown like 3 friends it and none played it any more than 5 minutes. Granted, we were all loaded, and would rather be outside but still.
I've shown like 3 friends it and none played it any more than 5 minutes. Granted, we were all loaded, and would rather be outside but still.

Re: mx vs atv alive gameplay
I'd say that's fair. My plan going in was to dominate on physics and hope the fans would forgive the other shortcomings that I don't have to manpower to compete on. I also thought that by doing that I'd be staking out a niche that the MVA series would be crazy to follow me into.checkerz wrote:Just my thoughts. I don't think it's a downfall of MXS, it is just simply the type of game it is. It's a niche game in a niche market. It'll continue to grow, but without the things above it'll never be mass market, and even if it did have all that stuff, it still would be an MX game which isn't a huge mass market appeal. Even MVA isn't mass market, we're stretching to reach the whole racing audience which is a niche of the gaming market in itself.
Despite the monster truck joke on my front page, I wonder if you guys are making a mistake by going too hard core MX. I still remember the kids next to me at the Meadowlands supercross who were disappointed that Bigfoot only did one lap. I couldn't believe they'd rather see that than Rick Johnson battling Jeff Ward, but that's the majority of the kids out there.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Re: mx vs atv alive gameplay
I think you're actually bridging some of the short comings. The tracks for instance weren't up to par 2 years ago, but with the SX replicas as well as user stuff, it's really starting to hit the mark. I think the stuff will come, it's just it takes a lot of time for a one man team. Trust me, I know the effort that goes into adding/changing the smallest things.jlv wrote:I'd say that's fair. My plan going in was to dominate on physics and hope the fans would forgive the other shortcomings that I don't have to manpower to compete on. I also thought that by doing that I'd be staking out a niche that the MVA series would be crazy to follow me into.checkerz wrote:Just my thoughts. I don't think it's a downfall of MXS, it is just simply the type of game it is. It's a niche game in a niche market. It'll continue to grow, but without the things above it'll never be mass market, and even if it did have all that stuff, it still would be an MX game which isn't a huge mass market appeal. Even MVA isn't mass market, we're stretching to reach the whole racing audience which is a niche of the gaming market in itself.
Despite the monster truck joke on my front page, I wonder if you guys are making a mistake by going too hard core MX. I still remember the kids next to me at the Meadowlands supercross who were disappointed that Bigfoot only did one lap. I couldn't believe they'd rather see that than Rick Johnson battling Jeff Ward, but that's the majority of the kids out there.
I'd also say, MXS is bound to grow. It has a rabid following, and it does for a reason. As shortcomings are filled in, the audience will continue to grow. As far as dominating on physics, that's where I think we'd probably dis-agree as at some point there will need to be a leap to make things accessible enough for someone to pick it up and realize the brilliance that's inside.
As far as the Monster Trucks, it's really where we wanted to take the franchise. Being that we do have a mass following, we have to be sure to move a direction in baby steps to not completely catch people off base. They have certain expectations for the title. Luckily, we have a lot of data to look at and know how people are playing our games. Accessibility, MX bikes, and realism (in the eyes of our audience, not the hardcore MX fan) seems to be the trend that is selling our games.
What I find as interesting is, it seems each time we're launching a new game, the MXS community also grows. Seems we tend to raise awareness about MX games in general, and they then seek out and discover MXS in anticipation. I'd love to see both titles grow as I love them both.
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Re: mx vs atv alive gameplay
Hey Checkerz, you have any access to data on units sold over the years, including MCM 1-2? Been there on every one except ATV. It'd be cool to see the swell in sales.
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
Re: mx vs atv alive gameplay
Unfortunately, since we are a publicly traded company, that information is not available for the public; however, before our launch of Alive we did announce that we hit over 10 million units sold for the MX franchise with THQ which was officially started with MX Unleashed (MXU, MVA, Untamed, Reflex). We are by far the top off road racing franchise.
Re: mx vs atv alive gameplay
I have to make a little argument here. but I don't expect as many people would be here if they didn't have fun the first time they picked it up, and besides saw the potential behind the game. I know that I myself, coming from a time when pc games still had demo's, I judge a game a lot on the first 15-30 minutes of gameplay. If I hadn't had fun with MXS in that time I would have quit for sure.checkerz wrote:... and to pick it up and experience FUN within a few minutes. ...
the difference between the MXS player and MVA player is that the MXS player can see the potential, and actually want and can put in the time to become better. where as the MVA player is much more casual, just wanting to sit on the couch and have some fun races with a couple friends. the 2 games are in totally different leagues. and comparing the 2 isn't really fair.
someone can enjoy both games though, in different situations.When i'm on my own at home, I would much rather ride some MXS than MVA. but when there are some friends over, or when some are on Xbox live, I play MVA.
However if my friends also played MXS I'm not sure how much MVA I would actually play.
MXS Garage 0.9 download here
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Everytime you post something, a stupid baby gets punched in the face. Please post, for the smart children.
MXS Cares
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Everytime you post something, a stupid baby gets punched in the face. Please post, for the smart children.
MXS Cares
Re: mx vs atv alive gameplay
When I got the MXS demo, i played it everyday literally for a year. Just pounding eskwanbee park on the stock box lookin YZ125. Until my sister finally Bought me the full MXS for easter. So clearly to us hard core mx fans. The main thing we look out for in a true mx game is the physics. There's no way I'd play one track on reflex for a year straight if it looked like the MXS demo.
