EQ was a themepark. Mobs typicaly (there were only a few that didn’t) got harder the further from the starting zone you got.
How does a mob getting harder the further you adventure in the world have anything to do with a themepark? Do you suggest they put the raid mobs right next to you when you start the game?
If that's your argument for why EQ was a themepark, it's extremely weak.
Maybe I shouldn't mention that that's not even true. PoTime raids were literally a stonethrow away from starting areas, same with Qvic, same with Relic, you actually have the raid mobs right next to the low lvl mobs, same with the Devastation, you literally enter it through Freeport, a starter zone for lvl 1 characters is right next to a zone with raid mobs, same with LDON raids, you enter them through starter zones, same with Brell's Rest, Skal's Nightmare is a lvl 85 monster in a lvl 30 newbee zone.
I think me and others have had a discussion with you about this before, you clearly didn't play the game and you keep making things up about it as you go along just to see the response of people, so consider this my last response to you, you've been doing this one too many times.
Originally posted by VengeSunsoarEveryone in the class the same with almost no variation.
You already said in the past you never played Everquest.
EQ had some of the most diverse classes in the MMO genre. There's no game which has so many diverse classes, and more importantly, roles, as EQ.
EQ has 16 classes, and anyone who played it will tell you they all play differently.
I have never ever said I never played EQ, ever. I have repeatedly said I played solid from 2000 to 2003 and on/off ever since.
I also said everyone of the same class was virtually the same. Meaning all paladins were the same, all monks, all shadowknights. Heck even WoW gave some variation within each class.
The mobs getting harder the farther away from a starting area makes it quite linear. Face it EQ was a themepark.
Linear zone design, loot driven, no variation within a class, and the big one absolutely no effect on the world.
You couldn't even get to plane of time till your 60's.
Just because you don't like it doesn't mean it is bad.
"The Cash Shop must never be seen to sell the 'Best Gear' directly." - But they do, or they sell items which allow you to craft the best gear, like Lotro.
"You're confusing a genre with a payment model. Theme park is a genre, not a payment model." - I am saying MMO's have changed so much they should be called Cashparks and Cashboxes. MMO's are a genre with a payment model, but the payment model is now so obviously driving the game, that the game has become the payment model.
"If anything cash shops are a much bigger threat to sandboxes, will people still want to compete in the economy or the territorial control game when it may be possible to just buy huge advantages with real money?" - I agree, but we just had a thread saying MMO's are dead, I did not want to repeat that title. This thread is about how a payment model can redefine a genre.
Originally posted by VengeSunsoarEveryone in the class the same with almost no variation.
You already said in the past you never played Everquest.
EQ had some of the most diverse classes in the MMO genre. There's no game which has so many diverse classes, and more importantly, roles, as EQ.
EQ has 16 classes, and anyone who played it will tell you they all play differently.
I have never ever said I never played EQ, ever. I have repeatedly said I played solid from 2000 to 2003 and on/off ever since.
I also said everyone of the same class was virtually the same. Meaning all paladins were the same, all monks, all shadowknights. Heck even WoW gave some variation within each class.
The mobs getting harder the farther away from a starting area makes it quite linear. Face it EQ was a themepark.
Linear zone design, loot driven, no variation within a class, and the big one absolutely no effect on the world.
You couldn't even get to plane of time till your 60's.
It still wasn't a themepark. Themeparks are defined by the quest hubs which EQ lacked. Themepark was coined in SWG a sandbox game that had hard area's of quest content called themeparks or questhubs. EQ was just an open world mob grinder.
Originally posted by VengeSunsoarEveryone in the class the same with almost no variation.
You already said in the past you never played Everquest.
EQ had some of the most diverse classes in the MMO genre. There's no game which has so many diverse classes, and more importantly, roles, as EQ.
EQ has 16 classes, and anyone who played it will tell you they all play differently.
I have never ever said I never played EQ, ever. I have repeatedly said I played solid from 2000 to 2003 and on/off ever since.
I also said everyone of the same class was virtually the same. Meaning all paladins were the same, all monks, all shadowknights. Heck even WoW gave some variation within each class.
The mobs getting harder the farther away from a starting area makes it quite linear. Face it EQ was a themepark.
Linear zone design, loot driven, no variation within a class, and the big one absolutely no effect on the world.
You couldn't even get to plane of time till your 60's.
It still wasn't a themepark. Themeparks are defined by the quest hubs which EQ lacked. Themepark was coined in SWG a sandbox game that had hard area's of quest content called themeparks or questhubs. EQ was just an open world mob grinder.
Themepark is a reference to the type of content provided. It is a comparison to the classic amusement park, where you could visit the rides, and enjoy. Sandbox in comparision was a reference to the classic childrens play location, where they would make their own fun, with the limited resources, and imagination.
EQ was clearly a themepark, where people would visit locations, and enjoy the static content provided there... not a sandbox, where they would have to come up with their own entertainment using what was available. Questhubs are just one (of many) ways to present static (thempark) content.
I've been part of some of the best sandbox and themepark MMO's. If it's themepark or sandbox has very little to do with the fall of a game. It's how it's executed which is essential.
Example of great sandboxes: Ultima Online, Star Wars Galaxies and EVE (which I never played)
Example of great themeparks: Anarchy Online, World of Warcraft, DC Universe Online
EQ wasn't a themepark in any shape or form. Why people say this makes no sense to anyone who played it.
You had a handful of quests in the beginning, and 99% of your time was spent exploring and grinding. EQ couldn't have been further removed from a themepark, if EQ is a themepark then you never played it. EQ didn't even have a map. You weren't helped with anything in EQ, you had your levels, skills, and hopefully you liked grinding, other than that EQ had nothing to guide you or tell you how to play.
EQ did have a few quests later on that were improtant, 1.0, 1.5, 2,0 and 2,5 (dreadspire keep page) like epic quests, but none of those quests were explained, an NPC just told you cryptic stuff, and it took some epics months before it was finally figured out. The Quests weren't "Go find some gnolll hides", they involved raids, and they took weeks to complete.
As a comparison for people who never played it, Arecheage is a themepark compared to EQ. You have quests, guidance, silly NPC with question marks, help during quests, maps etc.
.
You can call EQ lots of thing, Grindfest, Raidfest, Evercrack, one thing it wasn't is a themepark.
Everquest has always been a weird name for EQ, since you grinded instead of doing quests. EQ never had many quests compared other games until much later on where basically every MMO introduced thousands of quests. I think I did 2 quests in EQ by the time I was lvl 60 and started raiding PoTime and tried to get my charm statue which involved a long quest.
EQ was the major inspiration for the themeparks that followed. EQ, UO, etc.etc.etc.. Were pioneering games, so of course they don't look exactly like the concepts that came later, they still very much laid the foundation for the respective sub genre that followed.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
You don't seem to understand what themepark means. There are F2P themeparks and P2P themeparks it has nothing to do with revenue.
And themeparks are lightyears away from being dead since nothing has even been able to challenge WoW in 10 years let alone kill it. This won't change anytime soon since WoD is releasing at the most opportune time imaginable since there's nothing competitive on the horizon for at least a year, probably more like 5. If you hate WoW switch to consoles cuz there is nothing for you in the MMO world atm, the sad truth.
You don't seem to understand what themepark means. There are F2P themeparks and P2P themeparks it has nothing to do with revenue.
And themeparks are lightyears away from being dead since nothing has even been able to challenge WoW in 10 years let alone kill it. This won't change anytime soon since WoD is releasing at the most opportune time imaginable since there's nothing competitive on the horizon for at least a year, probably more like 5. If you hate WoW switch to consoles cuz there is nothing for you in the MMO world atm, the sad truth.
You don't seem to know that WoW is still around because of some fad that still lingers around keeping sheep from moving on. WoW is NOT around cause it's the best...it's because the sheeple will not move on and help find and define the future.
Theme parks are never going to die...they are fun for what they can deliver. It's the Sandboxes and such that cannot get going.
"This may hurt a little, but it's something you'll get used to. Relax....."
One thing that hasn't been mentioned so far is that cash shops are invading all video games, not just MMORPGs. For example I bought and am playing Assassin's Creed IV right now. But if I want "this" special armor or "that" special sword, I have to pay even more for it in the Uplay store.
So I say, welcome to the New World Order. Whether it's little things like commercial creep on Youtube, or more important considerations like staggering inflation on services like healthcare and education. Screwing people out of every last penny possible is becoming an ever more refined science. And we'll often pay this extortion. And the bean counters know we'll pay it. Because nobody wants to start doing without. Including me.
One thing that hasn't been mentioned so far is that cash shops are invading all video games, not just MMORPGs. For example I bought and am playing Assassin's Creed IV right now. But if I want "this" special armor or "that" special sword, I have to pay even more for it in the Uplay store.
So I say, welcome to the New World Order. Whether it's little things like commercial creep on Youtube, or more important considerations like staggering inflation on services like healthcare and education. Screwing people out of every last penny possible is becoming an ever more refined science. And we'll often pay this extortion. And the bean counters know we'll pay it. Because nobody wants to start doing without. Including me.
We are certainly seeing a reflection of the transformation of MMOs by their F2P revenue model elsewhere. I put this down to the increase in digital technology and interconnectivity allowing more charging. Once that gate is open the dlc and cash shops are but the first step in a whole new world of digital life as a cash cow.
Its not dead but it is dying. Look at WS it was the SUPREME old school wow themepark and its not doing well. Look at the popularity of AA. People want Sandparks. Why I personally cant wait for The Black Desert.
Playing: FFXIV, DnL, and World of Warships Waiting on: Ashes of Creation
I've been part of some of the best sandbox and themepark MMO's. If it's themepark or sandbox has very little to do with the fall of a game. It's how it's executed which is essential.
Example of great sandboxes: Ultima Online, Star Wars Galaxies and EVE (which I never played)
Example of great themeparks: Anarchy Online, World of Warcraft, DC Universe Online
I will also agree with this. Vanguard wasnt executed well at launch neither was WAR. Rift was and its still alive and bursting with people.
Playing: FFXIV, DnL, and World of Warships Waiting on: Ashes of Creation
This is some very shocking news. I never would've guessed that a teenage brat would go crazy with his mom's credit card and buy everything he desires.
Definitely a world's first.
Kinda reminds me of those articles where a mother complains what a good boy her drug dealing son was, and how GTA made him shoot his friend.
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
Originally posted by DSWBeef Its not dead but it is dying. Look at WS it was the SUPREME old school wow themepark and its not doing well. Look at the popularity of AA. People want Sandparks. Why I personally cant wait for The Black Desert.
Archeage is a new game. Let's look at how well it's doing in 6 months. If the Korean and Russian versions are anything to go by I would say the Western version and it's players are in for a rude awakening.
One thing that hasn't been mentioned so far is that cash shops are invading all video games, not just MMORPGs. For example I bought and am playing Assassin's Creed IV right now. But if I want "this" special armor or "that" special sword, I have to pay even more for it in the Uplay store.
So I say, welcome to the New World Order. Whether it's little things like commercial creep on Youtube, or more important considerations like staggering inflation on services like healthcare and education. Screwing people out of every last penny possible is becoming an ever more refined science. And we'll often pay this extortion. And the bean counters know we'll pay it. Because nobody wants to start doing without. Including me.
We are certainly seeing a reflection of the transformation of MMOs by their F2P revenue model elsewhere. I put this down to the increase in digital technology and interconnectivity allowing more charging. Once that gate is open the dlc and cash shops are but the first step in a whole new world of digital life as a cash cow.
I disagree, I think we're actually seeing an evolution of the model, and we're the ones driving it. Cash shops and DLC are a fact of life. Especially with DLC they are an absolutel necessity in countering the development costs of a game. There is an uprising of cheap gamers, people who want everything and get all huffy whenever new missions, etc. are released for a game that they purchased, so they feel they're entitled to that content. That's bull! The cost to develop a game is ever-increasing, but that increase isn't reflected in the price of a new game. They don't offer you the newest Call of Duty for $50, with a 10-hour campaign, and Dragon Age: Inquisition for $500 because there's 10 times the content in Dragon Age, or more. No, they're both $50. Yet, people will complain when something extra costs them $15.
Your post makes it sound like "One kid spent $50k on a game, therefore EVERYONE spends $50k on a game". No, sorry. 20 years ago this could just as easily have been that a kid spent $50k on an arcade game. There is an "ease of access" issue with some of these games. I can agree with you on that. I think that game companies need to make an effort to be honest and upfront, but if you think that's going to stop some people, you're kidding yourself. Actually the MMO model is much less vicious than the mobile market, so be thankful of that. In fact, you can get away playing many of the games without spending a dime. This is the truth of cash shops in MMOs. If you opened your eyes and actually took a second to look around and see what's available, you'd probably realize that there are very few games which require you to invest in order to be successful.
probably the top 2 theme parks right now are WOW and FFXIV, and both are subscription games. Yes, they both have small cash shops, but at least as of now all you can purchase in them are cosmetic items that don't provide in game advantages.
Someday this may change, but it is not this day.
wow caved in years ago
with a pet that can be bought w cash, then sold on auction house
While our goal is to offer players alternative ways to add a Pet Store pet to their collection, we're OK with it if some players choose to use the Guardian Cub as a safe and secure way to try to acquire a little extra in-game gold without turning to third-party gold-selling services. However, please keep in mind that there's never any guarantee that someone will purchase what you put up for sale in the auction house, or how much they'll pay for it
The two largest themepark MMOs are WoW and FFXIV and neither of them have a cash shop that influences gameplay. The cash shop in both of these games are strictly for vanity purposes.
So I think your post may be mistitled. I do agree that games like AA and Rift where the cash shop is a quicker avenue to in game success have a very negative impact on the MMO genre on a whole.
While our goal is to offer players alternative ways to add a Pet Store pet to their collection, we're OK with it if some players choose to use the Guardian Cub as a safe and secure way to try to acquire a little extra in-game gold without turning to third-party gold-selling services. However, please keep in mind that there's never any guarantee that someone will purchase what you put up for sale in the auction house, or how much they'll pay for it
Yes and that item sells for roughly 500g which is a horrible investment of your $25 as you can make 500g by doing the dailys. Nice try though.
This thread is still going? I thought we already established that the theme park is far from dead, and is still arguably the more popular over sandbox. Now, if you want to discuss the negative impac of cash shops, that should be a whole different discussion.
Originally posted by Grimlock22 This thread is still going? I thought we already established that the theme park is far from dead, and is still arguably the more popular over sandbox. Now, if you want to discuss the negative impac of cash shops, that should be a whole different discussion.
That's actually what this this is about, I did say sandbox gets no free card here. As I mentioned, the revenue model has changed MMO's to the extent that the revenue model is the game, the gameplay has taken backseat.
Originally posted by Grimlock22 This thread is still going? I thought we already established that the theme park is far from dead, and is still arguably the more popular over sandbox. Now, if you want to discuss the negative impac of cash shops, that should be a whole different discussion.
That's actually what this this is about, I did say sandbox gets no free card here. As I mentioned, the revenue model has changed MMO's to the extent that the revenue model is the game, the gameplay has taken backseat.
Good job, the post almost died.
Your example is anomalous. It's like teens who have cost their parents thousands of dollars, like here's a teen that cost her parents $5000 in one month. The problem is that you're basically saying that because of this one case, the problem is pandemic. Sorry, it isn't. If that was the case then the phone companies would be making like 5 trillion dollars per month.
That being said, don't even get be started on mobile games. Please don't lump mobile games and F2P MMORPGs in the same class when it comes to sleeze. It isn't like F2P MMOs throw up a "BUY" button over top of an OK button on a dialog that you were just about to click. It isn't like F2P MMOs are completely misleading about the fact that you're buying something. The reason this sort of case comes about with mobile games is that they're constantly asking you for money, like every 10 minutes. Sorry, you can believe what you want, but you are way off base.
I think threads like these come up because there are deep seeded issues within themeparks that many veteran players continue to see in existence after ten or more years. I think the better question would be to ask why are themeparks thriving despite these issues? My personal opinion is that the answer is not as cut and dry as supporters of the current genre claim nor is it all that glamorous.
No one has stepped forward to offer anything better, so people are practically held hostage by the current conventions of the themepark subgenre. At the same time, the quality and polish on MMORPGs has improved with time, encouraging people to buy the newest, shiniest themeparks despite the structural problems that continue to exist. Take FFXIV:ARR for example: Its an absolutely beautiful game that nonetheless suffers at the end of the road due to the content structure. Requiring a static group of eight individuals with specific classes to perform a particular dance that can only be learned by dying at the feet of a given boss dozens of times really isn't all that fun. Especially considering the boss doesn't do anything different, so even after the dance is mastered, the content gets boring quickly.
Ultimately, the genre doesn't die because we liked it enough in the first place to support it. What we want is for the developers to finally get out of this stunted state and move themeparks forward in a way that justifies continued expenditures on a single title by giving us a replayable end game and encourage brand loyalty similar to what we saw over a decade ago.
Comments
How does a mob getting harder the further you adventure in the world have anything to do with a themepark? Do you suggest they put the raid mobs right next to you when you start the game?
If that's your argument for why EQ was a themepark, it's extremely weak.
Maybe I shouldn't mention that that's not even true. PoTime raids were literally a stonethrow away from starting areas, same with Qvic, same with Relic, you actually have the raid mobs right next to the low lvl mobs, same with the Devastation, you literally enter it through Freeport, a starter zone for lvl 1 characters is right next to a zone with raid mobs, same with LDON raids, you enter them through starter zones, same with Brell's Rest, Skal's Nightmare is a lvl 85 monster in a lvl 30 newbee zone.
I think me and others have had a discussion with you about this before, you clearly didn't play the game and you keep making things up about it as you go along just to see the response of people, so consider this my last response to you, you've been doing this one too many times.
I have never ever said I never played EQ, ever. I have repeatedly said I played solid from 2000 to 2003 and on/off ever since.
I also said everyone of the same class was virtually the same. Meaning all paladins were the same, all monks, all shadowknights. Heck even WoW gave some variation within each class.
The mobs getting harder the farther away from a starting area makes it quite linear. Face it EQ was a themepark.
Linear zone design, loot driven, no variation within a class, and the big one absolutely no effect on the world.
You couldn't even get to plane of time till your 60's.
"The Cash Shop must never be seen to sell the 'Best Gear' directly."
- But they do, or they sell items which allow you to craft the best gear, like Lotro.
"You're confusing a genre with a payment model. Theme park is a genre, not a payment model."
- I am saying MMO's have changed so much they should be called Cashparks and Cashboxes. MMO's are a genre with a payment model, but the payment model is now so obviously driving the game, that the game has become the payment model.
"If anything cash shops are a much bigger threat to sandboxes, will people still want to compete in the economy or the territorial control game when it may be possible to just buy huge advantages with real money?"
- I agree, but we just had a thread saying MMO's are dead, I did not want to repeat that title. This thread is about how a payment model can redefine a genre.
It still wasn't a themepark. Themeparks are defined by the quest hubs which EQ lacked. Themepark was coined in SWG a sandbox game that had hard area's of quest content called themeparks or questhubs. EQ was just an open world mob grinder.
Themepark is a reference to the type of content provided. It is a comparison to the classic amusement park, where you could visit the rides, and enjoy. Sandbox in comparision was a reference to the classic childrens play location, where they would make their own fun, with the limited resources, and imagination.
EQ was clearly a themepark, where people would visit locations, and enjoy the static content provided there... not a sandbox, where they would have to come up with their own entertainment using what was available. Questhubs are just one (of many) ways to present static (thempark) content.
This topic is bait.
I've been part of some of the best sandbox and themepark MMO's. If it's themepark or sandbox has very little to do with the fall of a game. It's how it's executed which is essential.
Example of great sandboxes: Ultima Online, Star Wars Galaxies and EVE (which I never played)
Example of great themeparks: Anarchy Online, World of Warcraft, DC Universe Online
EQ was the major inspiration for the themeparks that followed. EQ, UO, etc.etc.etc.. Were pioneering games, so of course they don't look exactly like the concepts that came later, they still very much laid the foundation for the respective sub genre that followed.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
You don't seem to understand what themepark means. There are F2P themeparks and P2P themeparks it has nothing to do with revenue.
And themeparks are lightyears away from being dead since nothing has even been able to challenge WoW in 10 years let alone kill it. This won't change anytime soon since WoD is releasing at the most opportune time imaginable since there's nothing competitive on the horizon for at least a year, probably more like 5. If you hate WoW switch to consoles cuz there is nothing for you in the MMO world atm, the sad truth.
You don't seem to know that WoW is still around because of some fad that still lingers around keeping sheep from moving on. WoW is NOT around cause it's the best...it's because the sheeple will not move on and help find and define the future.
Theme parks are never going to die...they are fun for what they can deliver. It's the Sandboxes and such that cannot get going.
"This may hurt a little, but it's something you'll get used to. Relax....."
One thing that hasn't been mentioned so far is that cash shops are invading all video games, not just MMORPGs. For example I bought and am playing Assassin's Creed IV right now. But if I want "this" special armor or "that" special sword, I have to pay even more for it in the Uplay store.
So I say, welcome to the New World Order. Whether it's little things like commercial creep on Youtube, or more important considerations like staggering inflation on services like healthcare and education. Screwing people out of every last penny possible is becoming an ever more refined science. And we'll often pay this extortion. And the bean counters know we'll pay it. Because nobody wants to start doing without. Including me.
We are certainly seeing a reflection of the transformation of MMOs by their F2P revenue model elsewhere. I put this down to the increase in digital technology and interconnectivity allowing more charging. Once that gate is open the dlc and cash shops are but the first step in a whole new world of digital life as a cash cow.
Playing: FFXIV, DnL, and World of Warships
Waiting on: Ashes of Creation
I will also agree with this. Vanguard wasnt executed well at launch neither was WAR. Rift was and its still alive and bursting with people.
Playing: FFXIV, DnL, and World of Warships
Waiting on: Ashes of Creation
This is some very shocking news. I never would've guessed that a teenage brat would go crazy with his mom's credit card and buy everything he desires.
Definitely a world's first.
Kinda reminds me of those articles where a mother complains what a good boy her drug dealing son was, and how GTA made him shoot his friend.
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
https://www.ashesofcreation.com/ref/Callaron/
For me personally, cash shops killed the genre, just cant get immersed into a world where I can whip out my credit card and buy stuff.
I tried and tried to get over that but I couldn't so RIP all MMOs with cashshops.
Of course single player MMOs where you just solo and solo some more of the easy braindead content were the final nail in the coffin.
However, I now have more time and money, so its not all bad
Archeage is a new game. Let's look at how well it's doing in 6 months. If the Korean and Russian versions are anything to go by I would say the Western version and it's players are in for a rude awakening.
I disagree, I think we're actually seeing an evolution of the model, and we're the ones driving it. Cash shops and DLC are a fact of life. Especially with DLC they are an absolutel necessity in countering the development costs of a game. There is an uprising of cheap gamers, people who want everything and get all huffy whenever new missions, etc. are released for a game that they purchased, so they feel they're entitled to that content. That's bull! The cost to develop a game is ever-increasing, but that increase isn't reflected in the price of a new game. They don't offer you the newest Call of Duty for $50, with a 10-hour campaign, and Dragon Age: Inquisition for $500 because there's 10 times the content in Dragon Age, or more. No, they're both $50. Yet, people will complain when something extra costs them $15.
Your post makes it sound like "One kid spent $50k on a game, therefore EVERYONE spends $50k on a game". No, sorry. 20 years ago this could just as easily have been that a kid spent $50k on an arcade game. There is an "ease of access" issue with some of these games. I can agree with you on that. I think that game companies need to make an effort to be honest and upfront, but if you think that's going to stop some people, you're kidding yourself. Actually the MMO model is much less vicious than the mobile market, so be thankful of that. In fact, you can get away playing many of the games without spending a dime. This is the truth of cash shops in MMOs. If you opened your eyes and actually took a second to look around and see what's available, you'd probably realize that there are very few games which require you to invest in order to be successful.
Crazkanuk
----------------
Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
----------------
wow caved in years ago
with a pet that can be bought w cash, then sold on auction house
http://massively.joystiq.com/2011/10/11/blizzard-introduces-rmt-loophole-in-world-of-warcraft/
While our goal is to offer players alternative ways to add a Pet Store pet to their collection, we're OK with it if some players choose to use the Guardian Cub as a safe and secure way to try to acquire a little extra in-game gold without turning to third-party gold-selling services. However, please keep in mind that there's never any guarantee that someone will purchase what you put up for sale in the auction house, or how much they'll pay for it
EQ2 fan sites
The two largest themepark MMOs are WoW and FFXIV and neither of them have a cash shop that influences gameplay. The cash shop in both of these games are strictly for vanity purposes.
So I think your post may be mistitled. I do agree that games like AA and Rift where the cash shop is a quicker avenue to in game success have a very negative impact on the MMO genre on a whole.
Yes and that item sells for roughly 500g which is a horrible investment of your $25 as you can make 500g by doing the dailys. Nice try though.
the point remains it can be used as more than cosmetic for lower level players
its not a big boost but its not cosmetic either
EQ2 fan sites
Me Grimlock King!
That's actually what this this is about, I did say sandbox gets no free card here. As I mentioned, the revenue model has changed MMO's to the extent that the revenue model is the game, the gameplay has taken backseat.
Good job, the post almost died.
Your example is anomalous. It's like teens who have cost their parents thousands of dollars, like here's a teen that cost her parents $5000 in one month. The problem is that you're basically saying that because of this one case, the problem is pandemic. Sorry, it isn't. If that was the case then the phone companies would be making like 5 trillion dollars per month.
That being said, don't even get be started on mobile games. Please don't lump mobile games and F2P MMORPGs in the same class when it comes to sleeze. It isn't like F2P MMOs throw up a "BUY" button over top of an OK button on a dialog that you were just about to click. It isn't like F2P MMOs are completely misleading about the fact that you're buying something. The reason this sort of case comes about with mobile games is that they're constantly asking you for money, like every 10 minutes. Sorry, you can believe what you want, but you are way off base.
Crazkanuk
----------------
Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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I think threads like these come up because there are deep seeded issues within themeparks that many veteran players continue to see in existence after ten or more years. I think the better question would be to ask why are themeparks thriving despite these issues? My personal opinion is that the answer is not as cut and dry as supporters of the current genre claim nor is it all that glamorous.
No one has stepped forward to offer anything better, so people are practically held hostage by the current conventions of the themepark subgenre. At the same time, the quality and polish on MMORPGs has improved with time, encouraging people to buy the newest, shiniest themeparks despite the structural problems that continue to exist. Take FFXIV:ARR for example: Its an absolutely beautiful game that nonetheless suffers at the end of the road due to the content structure. Requiring a static group of eight individuals with specific classes to perform a particular dance that can only be learned by dying at the feet of a given boss dozens of times really isn't all that fun. Especially considering the boss doesn't do anything different, so even after the dance is mastered, the content gets boring quickly.
Ultimately, the genre doesn't die because we liked it enough in the first place to support it. What we want is for the developers to finally get out of this stunted state and move themeparks forward in a way that justifies continued expenditures on a single title by giving us a replayable end game and encourage brand loyalty similar to what we saw over a decade ago.
That's my opinion, anyway.