People need to stop trying to shoot for WoW's numbers first and foremost. You are NOT going to repeat the exact conditions that led to WoW's overall success in the market anymore as some of those conditions are literally things you cannot repeat again in history ever. A primary reason that led to WoW's success that is literally NOT repeatable was it came out at literally JUST the right time. 2004 was sort of peaking year where everyone was becoming more accepting of gaming as a mainstream thing.
Warcraft didn't have this social stigma even though it was an established IP at the time it wasn't something that the non gaming community was overtly familiar with and while those numbers did contribute to WoW it also helped them avoid the social stigma that Everquest had so even though EQ2 and WoW hit around the same time that lack of social stigma tilted things largely in favor of World of Warcraft.
As it hit when gaming became largely accepted as a mainstream activity WoW is largely most of the current generations first foray into MMORPGs and sadly this is a generation brought up feeling games need to cater to that audience. Devs need to stop trying to lure that crowd away because while many older and some newer players may enjoy other mmorpgs recreating the same formula and methods that World of Warcraft used and the small albeit loud community that keeps calling for that (they aren't happy if it's too much like WoW but will badmouth a game if it detracts from the WoW formula at the same time...) formula to sorta be repeated (small community being those that actually move around)
In large part a large part of WoW's community and player base are not intrinsically MMORPG players and are instead a World Of Warcraft player base only. You are NOT going to somehow win them over plain and simple. We need to get to a point where devs are once again okay with being niche titles and running for long periods and the like. Attract a solid player base that loves your game and will stick to it for years and that will end up making you money. Stop shooting for the gorilla in the room when the gorilla in the room is not something anyone can realistically repeat the success of.
This is largely why smaller studios and indies that get through the dev cycle and make a good product will end up steering the future of MMORPGs.
People with college degrees cannot find good paying jobs, if they can find a job at all.
it will only get worse
40% of college majors will be replaced by automation within the next decade according to a study
youth unemployment in europe is anywhere from 7 to 61%
Without talking about politics too much, there is one simple sobering fact makes this fairly unlikely or unlikely for the unforeseeable future.
Capitalism cannot co-exist with the apex of technology.
If multiple professions and businesses automate to lower cost and improve profits, How to people pay for the goods and services(and thus businesses profit) if everyone is unemployed due to everything being automated?
I hate to say it and i know people don't want to hear it but most of our political and economic problems come from one fact: there are too many humans on this planet already we need to stop reproducing without limits, i know it sounds bad but our world is at it's limit it will get way worse from here on out simply cause we are too many there needs to be a limit or we need to find another planet w like hawking recently suggested but that won't happen in the next 100 years at least and it will be too late then.
2004 vs 2016, people are ignorant as ever and passing opinion as fact. There is a growing segment of idealogues from the United States who are prejudiced, fearful, and uneducated that use any available medium to place unfounded unsourced rhetoric in topics that have nothing to do with them.
Instead of modding the openining parapgraph that has absolutely nothing to do with anything, the responses to the troll statement are being moderated. What does that say about the people responsible for moderating these forums?
Oh BTW, here's a statement about a PC game to badly mask the intentions of my post. Archeage is P2W. Discuss.
"As far as the forum code of conduct, I would think it's a bit outdated and in need of a refre *CLOSED*"
People with college degrees cannot find good paying jobs, if they can find a job at all.
it will only get worse
40% of college majors will be replaced by automation within the next decade according to a study
youth unemployment in europe is anywhere from 7 to 61%
Without talking about politics too much, there is one simple sobering fact makes this fairly unlikely or unlikely for the unforeseeable future.
Capitalism cannot co-exist with the apex of technology.
If multiple professions and businesses automate to lower cost and improve profits, How to people pay for the goods and services(and thus businesses profit) if everyone is unemployed due to everything being automated?
I hate to say it and i know people don't want to hear it but most of our political and economic problems come from one fact: there are too many humans on this planet already we need to stop reproducing without limits, i know it sounds bad but our world is at it's limit it will get way worse from here on out simply cause we are too many there needs to be a limit or we need to find another planet w like hawking recently suggested but that won't happen in the next 100 years at least and it will be too late then.
You can say that all you want, but China, India, and Mexico are not listening.....it would not surprise me if Mexico takes over America in that 100 years, simply because they produce more people than we do.
The code of the pessimistic loner: "We unpopular loners are realists, who follow the three non- popular principles: Not having any (Hope), Not making any (Gaps in your heart); And not giving into (Sweet talk)".
Thats why LAN coop will always be better than flat out mmo.
No, you know I'm not talking about single player game. (I know sub games have cash shop, I played EQ2 in 2014. Well, it had f2p, sub, and cash shop.) I think I give up. But just out of curiosity, what mmorpgs have you been enjoying lately? I promise I won't ridicule any answers you give me.
GW2 and BDO and just bought a month in WoW. Dont worry, we all have personal opinions and preferences so anything you may think wont ridicule my choices because i enjoy the games. Although i took a break from GW2 since DBO came out and i sub to WoW like once or twice a year only.
I dont disagree with your main post about most mmos out there right now, but it is going to be very very difficult to have an mmorpg with the description you gave me in your first answer. Too costly to make, they will do everything to milk the playerbase to keep servers alive, and bad cash shops and f2p are the easies way to get the milking going at the cost of shortening the life of the game in most cases, or plainly ruin the experience in many others.
Thank you. I've tried GW2 and played WoW in the past. I don't think I'll try BDO because I can't handle an MMORPG that doesn't have an engrossing story and interesting lore. I suppose I would have to deal with current money-making models if I ever want to play a new MMORPG, you are most likely, almost certainly correct.
And players are, or should be, sick to death of the Everquest/WoW 'endgame' concept.
Do you even raid, bro?
First, you almost always have to deal with elite pricks that think playing MMORPGs and raiding should be a full-time job. Then you have to do the same hard as nails raids over and over and over waiting for your turn to get gear. And that's if something drops that you can use. Sometimes you help someone else get all the gear they need, then they quit and don't help you or anyone else. It's not that raiding can't be fun. It's just that's pretty much all that endgame is about. And you will probably always have WoW or another WoW clone to do that on if that's all you think you want to do in an MMORPG.
Everyone has their own opinion on what they think a role playing game is and should have in it. Just cause its not your "scene" doesnt make it true for everyone.
That's true enough. But I've played D&D and AD&D tabletop, pencil-and-paper rpgs, what all these games are based on, so I think I have some idea of what a role-playing game should actually look like.
Or maybe you don't? Even when playing pen and paper style rpgs people had different ideas of what was good roleplay was. WoW is perfectly fine and so was EQ; they both have huge downsides, but you shouldn't talk down to people for liking them.
I hope before I die there is true evolving world online with amazing AI that makes a living breathing changing game.
I'd love to experience a situation where it's not even roleplay - it's just an online world. That sword of truth is literally a one of a kind because the NPC made something different for the next person.
But you don't actually need to develop advanced AI to do this. You just need to develop a PVP system that actually works.
It's like characters in an MMORPG were born into a caste system. They can never rise above or go below their position in the world. And they only have one primary role to play with slight variations depending on their class - adventurer/mercenary (quester/monster slayer or player killer in PVP). With the possible secondary roles of crafter and gatherer. That is all.
Well, they essentially are born into a caste system. As far as I know the only mainstream game that has this sort of thing would be EVE. I would think you would need a full sandbox with minimal NPC organizations so players could compete to become leaders, influence trade, etc. Pathfinder Online tried to do something similar in a fantasy setting, but ran out of money and failed hard.
In a PvE setting what is to distinguish your special character from the other 5000 special characters on the server?
Yes, I do think that PVP is the answer, if anyone ever wants to make an MMORPG world that is actually a truly dynamic D&D style role-playing world.
People need to stop trying to shoot for WoW's numbers first and foremost. You are NOT going to repeat the exact conditions that led to WoW's overall success in the market anymore as some of those conditions are literally things you cannot repeat again in history ever. A primary reason that led to WoW's success that is literally NOT repeatable was it came out at literally JUST the right time. 2004 was sort of peaking year where everyone was becoming more accepting of gaming as a mainstream thing.
Warcraft didn't have this social stigma even though it was an established IP at the time it wasn't something that the non gaming community was overtly familiar with and while those numbers did contribute to WoW it also helped them avoid the social stigma that Everquest had so even though EQ2 and WoW hit around the same time that lack of social stigma tilted things largely in favor of World of Warcraft.
As it hit when gaming became largely accepted as a mainstream activity WoW is largely most of the current generations first foray into MMORPGs and sadly this is a generation brought up feeling games need to cater to that audience. Devs need to stop trying to lure that crowd away because while many older and some newer players may enjoy other mmorpgs recreating the same formula and methods that World of Warcraft used and the small albeit loud community that keeps calling for that (they aren't happy if it's too much like WoW but will badmouth a game if it detracts from the WoW formula at the same time...) formula to sorta be repeated (small community being those that actually move around)
In large part a large part of WoW's community and player base are not intrinsically MMORPG players and are instead a World Of Warcraft player base only. You are NOT going to somehow win them over plain and simple. We need to get to a point where devs are once again okay with being niche titles and running for long periods and the like. Attract a solid player base that loves your game and will stick to it for years and that will end up making you money. Stop shooting for the gorilla in the room when the gorilla in the room is not something anyone can realistically repeat the success of.
This is largely why smaller studios and indies that get through the dev cycle and make a good product will end up steering the future of MMORPGs.
Yes. But if a smaller company can make a true PVE/PVP MMORPG that is actually a role-playing game that allows players to do more with their characters than simply quest and kill monsters, craft, gather, and kill each other, and implements things correctly, I do believe there is actually a possibility of dwarfing the success of WoW.
There is still tons of money to be made but it's going to require a new product and not just a coat of paint on old tired concepts
Exactly. We need innovation. The next level.
First they need people to fund actual Innovation. That's the real problem, no one wants to fork over the money, nor does anyone want to wait for it (publishers or players). Players expect true innovation, brand new ideas, as well as costs to remain the same. They also expect this from major publishers, as well as private investment. Where the goal is to make a return in as safe as well as timely a way as possible.
Players and publsihers have complete opposite expectations as well as motivations. Yet they have two things in common. A lack of patience, as well as a want to spend as little as possible. Leaving studios with few options in the end.
Edit -well, they have one option.. making games to fill nostalgic niches on shoestring budgets.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
There is still tons of money to be made but it's going to require a new product and not just a coat of paint on old tired concepts
Exactly. We need innovation. The next level.
First they need people to fund actual Innovation. That's the real problem, no one wants to fork over the money, nor does anyone want to wait for it (publishers or players). Players expect true innovation, brand new ideas, as well as costs to remain the same. They also expect this from major publishers, as well as private investment. Where the goal is to make a return in as safe as well as timely a way as possible.
Players and publsihers have complete opposite expectations as well as motivations. Yet they have two things in common. A lack of patience, as well as a want to spend as little as possible. Leaving studios with few options in the end.
Edit -well, they have one option.. making games to fill nostalgic niches on shoestring budgets.
Well, I don't see why we can't be asked to pay $30 a month for game that is actually fun for more than a few weeks to a few months. As long as we're not constantly asked to spend more than that. If that's too little to support the server and keep the employees paid and make a decent profit, then charge $40. But don't ask us to pay more so that the CEO can have a mansion, a yacht, or another sports car. I don't know. I would hope $20-25/mo is enough, but I'm not sure how much their overhead really is. Then, after they got enough players, they could actually lower the price of subs rather than raising them. Wow, what a concept.
There is still tons of money to be made but it's going to require a new product and not just a coat of paint on old tired concepts
Exactly. We need innovation. The next level.
First they need people to fund actual Innovation. That's the real problem, no one wants to fork over the money, nor does anyone want to wait for it (publishers or players). Players expect true innovation, brand new ideas, as well as costs to remain the same. They also expect this from major publishers, as well as private investment. Where the goal is to make a return in as safe as well as timely a way as possible.
Players and publsihers have complete opposite expectations as well as motivations. Yet they have two things in common. A lack of patience, as well as a want to spend as little as possible. Leaving studios with few options in the end.
Edit -well, they have one option.. making games to fill nostalgic niches on shoestring budgets.
Well, I don't see why we can't be asked to pay $30 a month for game that is actually fun for more than a few weeks to a few months. As long as we're not constantly asked to spend more than that. If that's too little to support the server and keep the employees paid and make a decent profit, then charge $40. But don't ask us to pay more so that the CEO can have a mansion, a yacht, or another sports car. I don't know. I would hope $20-25/mo is enough, but I'm not sure how much their overhead really is. Then, after they got enough players, they could actually lower the price of subs rather than raising them. Wow, what a concept.
Ehh.. it has to be made before they can charge us 30 or 40 or whatever, it's getting it made that is the problem. As I said no one wants to fork over the initial bill.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
There is still tons of money to be made but it's going to require a new product and not just a coat of paint on old tired concepts
Exactly. We need innovation. The next level.
First they need people to fund actual Innovation. That's the real problem, no one wants to fork over the money, nor does anyone want to wait for it (publishers or players). Players expect true innovation, brand new ideas, as well as costs to remain the same. They also expect this from major publishers, as well as private investment. Where the goal is to make a return in as safe as well as timely a way as possible.
Players and publsihers have complete opposite expectations as well as motivations. Yet they have two things in common. A lack of patience, as well as a want to spend as little as possible. Leaving studios with few options in the end.
Edit -well, they have one option.. making games to fill nostalgic niches on shoestring budgets.
Well, I don't see why we can't be asked to pay $30 a month for game that is actually fun for more than a few weeks to a few months. As long as we're not constantly asked to spend more than that. If that's too little to support the server and keep the employees paid and make a decent profit, then charge $40. But don't ask us to pay more so that the CEO can have a mansion, a yacht, or another sports car. I don't know. I would hope $20-25/mo is enough, but I'm not sure how much their overhead really is. Then, after they got enough players, they could actually lower the price of subs rather than raising them. Wow, what a concept.
Ehh.. it has to be made before they can charge us 30 or 40 or whatever, it's getting it made that is the problem. As I said no one wants to fork over the initial bill.
Yes, I know, I don't want to pay $30 a month either. But that's cheaper than paying the cable bill or going to the movies more than a couple times a month. And I certainly don't want to play the stuff they keep making over and over. I can't convince myself that it's fun enough to waste my time with for very long. And neither can a lot of people. They try and play multiple games, hoping for something that might actually be good. People want to play a good MMORPG, but their choices are very limited when it comes to titles with real quality. And nothing today is offering what I believe people really want (even if some of those people aren't experienced enough to realize it). MMORPGs have an amazing potential which has yet to be reached by anything that has been developed thus far. Most have fallen far short of that potential. People play MMORPGs because they want to experience what it's actually like to live in a fantasy or sci-fi world. Nothing has yet even really attempted to do that as far as I know.
Actually, I don't know if it would cost as much as you might think. If you develop the right underlying systems to govern your world, and give players the right scenarios and the right tools, they will create most of your content for you. What you need is an open PVP/PVE world that works. That can self-govern the majority of the time, though events and gms can certainly play a role. Perhaps the more gms the better. This requires the correct understanding of online social interaction more than it requires advanced graphics, programming, software, and AI.
We are discussing ideas on how to make such a system work in my PVP Game Theory thread.
It's like characters in an MMORPG were born into a caste system. They can never rise above or go below their position in the world. And they only have one primary role to play with slight variations depending on their class - adventurer/mercenary (quester/monster slayer or player killer in PVP). With the possible secondary roles of crafter and gatherer. That is all.
Well, they essentially are born into a caste system. As far as I know the only mainstream game that has this sort of thing would be EVE. I would think you would need a full sandbox with minimal NPC organizations so players could compete to become leaders, influence trade, etc. Pathfinder Online tried to do something similar in a fantasy setting, but ran out of money and failed hard.
In a PvE setting what is to distinguish your special character from the other 5000 special characters on the server?
Well I don't need my characters to stand out. Oh, let me rephrase that. I don't need to have a game give me that special snowflake feeling. That is more accurate.
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
There is still tons of money to be made but it's going to require a new product and not just a coat of paint on old tired concepts
Like The Division which makes $330M in its first week?
Making MMO-hybrid is new enough, right?
That's not even the kind of game we're talking about. That kind of game is going to attract more people and more money, of course.
This is a MMO site, and surely we can talk about MMO and MMO hybrids.
Furthermore, it is perfectly ok to recognize that the era of wow-like mmorpgs is over, but now it is time for other types of online games.
In fact, when theodwulf said "new product", doesn't a mmo hybrid fits that very well? If it resembles wow too much, it is "just a coat of paint on old tired concepts".
It's like characters in an MMORPG were born into a caste system. They can never rise above or go below their position in the world. And they only have one primary role to play with slight variations depending on their class - adventurer/mercenary (quester/monster slayer or player killer in PVP). With the possible secondary roles of crafter and gatherer. That is all.
Well, they essentially are born into a caste system. As far as I know the only mainstream game that has this sort of thing would be EVE. I would think you would need a full sandbox with minimal NPC organizations so players could compete to become leaders, influence trade, etc. Pathfinder Online tried to do something similar in a fantasy setting, but ran out of money and failed hard.
In a PvE setting what is to distinguish your special character from the other 5000 special characters on the server?
Well I don't need my characters to stand out. Oh, let me rephrase that. I don't need to have a game give me that special snowflake feeling. That is more accurate.
That's not really what I mean. What I mean is that I don't want my character to be just another interchangeable part in a machine that does nothing but move in circles. I can pretty much do that in the real world. At least give us the illusion that what our characters do matters. That they actually contribute to something that matters. Like defending the walls of a settlement against an enemy attack, or guarding a merchant ship against pirates. (Another person might enjoy gathering foodstuffs and preparing measl to feed the settlement. Someone else might enjoy crafting and repairing armor for the soldiers of the settlement.) I don't care if other people notice my character's contribution or not. All that matters is that I recognize it.
I'm Sorry to I guess the least I can do is POST this on every site how you refuse to refund my money when you have NO game that I intend to play. and the money was only for the one game hellgate London. at least I can show every gamer that playing on your site T3FUN.com is a bad idea. As you intend to keep my 29000 T coins. I might not get my money back, But I am retired and can post every day
You don't have to worry because we are now going back in time where studios only have small budget to make mmmorpg.
So no one is trying to make another generic themepark game any more. Besides asian companies because it doesn't matter what cash shop game they make, they have enough asian players to play them.
This community doesn't agree on much of anything, but there is a concensus that anybody attempting to duplicate the kind of mad cash that WoW has is doomed to failure.
Sadly, we agree on a fail scenario and not on a scenario that anything succeeds.
We will eventually see another MMORPG that replicates / beats WoW's success, its just gonna take a while to get there. My prediction is that it will be a console cross-over so it can tap into 3 markets at once (xbox, playstation, pc), it will be buy-2-play with DLCs and a cash shop.
We've already seen ESO do well on console, but delays and bad reviews have prevented it doing that well. Next I think we'll see another big-brand themepark which will do better than ESO, but fail at retention. Then, finally, the successor: a big brand themepark/sandbox hybrid.
My fondest hope is that the successor will be Assassins Creed Online. It has a massive existing fanbase already. Each game is already kinda hybrid themepark / sandbox so players will be happy with that format. Its a great setting for both pve and pvp. You can pick basically any time period between 1000ad and now and it'd work (though, I loved the sailing in 3 and 4, so more pirate themes for me please!). The combat style, whilst a little bit too simplistic for my liking, is perfect for consoles and mass market. The series already has a nice mix of combat / building / crafting / social / guilds / exploration, so also a really good fit for an all-rounder. Finally, Ubisoft have the money and, with The Division, they are slowly gaining the tech to be able to pull it off.
Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman
Sadly, we agree on a fail scenario and not on a scenario that anything succeeds.
Yes we can. The Division, a mmo-hybrid (or online shooter with some MMO elements, no matter how you want to call it), made $330M in its first week and it is financially successful.
Comments
Warcraft didn't have this social stigma even though it was an established IP at the time it wasn't something that the non gaming community was overtly familiar with and while those numbers did contribute to WoW it also helped them avoid the social stigma that Everquest had so even though EQ2 and WoW hit around the same time that lack of social stigma tilted things largely in favor of World of Warcraft.
As it hit when gaming became largely accepted as a mainstream activity WoW is largely most of the current generations first foray into MMORPGs and sadly this is a generation brought up feeling games need to cater to that audience. Devs need to stop trying to lure that crowd away because while many older and some newer players may enjoy other mmorpgs recreating the same formula and methods that World of Warcraft used and the small albeit loud community that keeps calling for that (they aren't happy if it's too much like WoW but will badmouth a game if it detracts from the WoW formula at the same time...) formula to sorta be repeated (small community being those that actually move around)
In large part a large part of WoW's community and player base are not intrinsically MMORPG players and are instead a World Of Warcraft player base only. You are NOT going to somehow win them over plain and simple. We need to get to a point where devs are once again okay with being niche titles and running for long periods and the like. Attract a solid player base that loves your game and will stick to it for years and that will end up making you money. Stop shooting for the gorilla in the room when the gorilla in the room is not something anyone can realistically repeat the success of.
This is largely why smaller studios and indies that get through the dev cycle and make a good product will end up steering the future of MMORPGs.
https://en.wikipedia.org/wiki/Human_overpopulation
Instead of modding the openining parapgraph that has absolutely nothing to do with anything, the responses to the troll statement are being moderated. What does that say about the people responsible for moderating these forums?
Oh BTW, here's a statement about a PC game to badly mask the intentions of my post. Archeage is P2W. Discuss.
¯\_(ツ)_/¯
The code of the pessimistic loner: "We unpopular loners are realists, who follow the three non- popular principles: Not having any (Hope), Not making any (Gaps in your heart); And not giving into (Sweet talk)".
Thank you. I've tried GW2 and played WoW in the past. I don't think I'll try BDO because I can't handle an MMORPG that doesn't have an engrossing story and interesting lore. I suppose I would have to deal with current money-making models if I ever want to play a new MMORPG, you are most likely, almost certainly correct.
First, you almost always have to deal with elite pricks that think playing MMORPGs and raiding should be a full-time job. Then you have to do the same hard as nails raids over and over and over waiting for your turn to get gear. And that's if something drops that you can use. Sometimes you help someone else get all the gear they need, then they quit and don't help you or anyone else. It's not that raiding can't be fun. It's just that's pretty much all that endgame is about. And you will probably always have WoW or another WoW clone to do that on if that's all you think you want to do in an MMORPG.
But you don't actually need to develop advanced AI to do this. You just need to develop a PVP system that actually works.
Yes, I do think that PVP is the answer, if anyone ever wants to make an MMORPG world that is actually a truly dynamic D&D style role-playing world.
Exactly. We need innovation. The next level.
Yes. But if a smaller company can make a true PVE/PVP MMORPG that is actually a role-playing game that allows players to do more with their characters than simply quest and kill monsters, craft, gather, and kill each other, and implements things correctly, I do believe there is actually a possibility of dwarfing the success of WoW.
That's not even the kind of game we're talking about. That kind of game is going to attract more people and more money, of course.
Players and publsihers have complete opposite expectations as well as motivations. Yet they have two things in common. A lack of patience, as well as a want to spend as little as possible. Leaving studios with few options in the end.
Edit -well, they have one option.. making games to fill nostalgic niches on shoestring budgets.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Well, I don't see why we can't be asked to pay $30 a month for game that is actually fun for more than a few weeks to a few months. As long as we're not constantly asked to spend more than that. If that's too little to support the server and keep the employees paid and make a decent profit, then charge $40. But don't ask us to pay more so that the CEO can have a mansion, a yacht, or another sports car. I don't know. I would hope $20-25/mo is enough, but I'm not sure how much their overhead really is. Then, after they got enough players, they could actually lower the price of subs rather than raising them. Wow, what a concept.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Yes, I know, I don't want to pay $30 a month either. But that's cheaper than paying the cable bill or going to the movies more than a couple times a month. And I certainly don't want to play the stuff they keep making over and over. I can't convince myself that it's fun enough to waste my time with for very long. And neither can a lot of people. They try and play multiple games, hoping for something that might actually be good. People want to play a good MMORPG, but their choices are very limited when it comes to titles with real quality. And nothing today is offering what I believe people really want (even if some of those people aren't experienced enough to realize it). MMORPGs have an amazing potential which has yet to be reached by anything that has been developed thus far. Most have fallen far short of that potential. People play MMORPGs because they want to experience what it's actually like to live in a fantasy or sci-fi world. Nothing has yet even really attempted to do that as far as I know.
Actually, I don't know if it would cost as much as you might think. If you develop the right underlying systems to govern your world, and give players the right scenarios and the right tools, they will create most of your content for you. What you need is an open PVP/PVE world that works. That can self-govern the majority of the time, though events and gms can certainly play a role. Perhaps the more gms the better. This requires the correct understanding of online social interaction more than it requires advanced graphics, programming, software, and AI.
We are discussing ideas on how to make such a system work in my PVP Game Theory thread.
Well I don't need my characters to stand out. Oh, let me rephrase that. I don't need to have a game give me that special snowflake feeling. That is more accurate.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Furthermore, it is perfectly ok to recognize that the era of wow-like mmorpgs is over, but now it is time for other types of online games.
In fact, when theodwulf said "new product", doesn't a mmo hybrid fits that very well? If it resembles wow too much, it is "just a coat of paint on old tired concepts".
at least I can show every gamer that playing on your site T3FUN.com is a bad idea. As you intend to keep my 29000 T coins. I might not get my money back, But I am retired and can post every day
So no one is trying to make another generic themepark game any more. Besides asian companies because it doesn't matter what cash shop game they make, they have enough asian players to play them.
Sadly, we agree on a fail scenario and not on a scenario that anything succeeds.
I self identify as a monkey.
We've already seen ESO do well on console, but delays and bad reviews have prevented it doing that well. Next I think we'll see another big-brand themepark which will do better than ESO, but fail at retention. Then, finally, the successor: a big brand themepark/sandbox hybrid.
My fondest hope is that the successor will be Assassins Creed Online. It has a massive existing fanbase already. Each game is already kinda hybrid themepark / sandbox so players will be happy with that format. Its a great setting for both pve and pvp. You can pick basically any time period between 1000ad and now and it'd work (though, I loved the sailing in 3 and 4, so more pirate themes for me please!). The combat style, whilst a little bit too simplistic for my liking, is perfect for consoles and mass market. The series already has a nice mix of combat / building / crafting / social / guilds / exploration, so also a really good fit for an all-rounder. Finally, Ubisoft have the money and, with The Division, they are slowly gaining the tech to be able to pull it off.