I am getting information from all over the place on this.
Clear something up for me. Was Trion Worlds at fault for Archeage's flopping?
Or was it the eastern Developer at fault for the P2W model in the West?
Was Trion truly responsible for Archeage Unchained or the new Publisher company that bought out Trion Worlds?
Who was at fault in all of this?
Philosophy of MMO Game Design
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I could barely count with the number of fingers I have how many aren't. I think they're counting on the addiction of feeling (or the illusion of being) strong in a virtual world through paying real money.
Which is sad. A lot of games developed here had potential.
They are developing and publishing Trove. What is the excuse for the shit they are pulling over there?
But hey, its much easier to blame someone else, sadly you can't do it when you are both the developer and publisher.
Never forget 3 mile Island and never trust a government official or company spokesman.
Right before launch there was talk about keeping the alpha / beta server open, but restricted to only backers who had bought in with the $150 packages.
Not sure if it was just a player suggestion or something Trion actually considered but at the time it was a very popular suggestion on the alpha forums which Trion definitely declined to go forward with, disappointing me and many others.
My guess is Trion could have kept such a server running, but perhaps they needed XLGames's approval even for that, but it was never stated that way.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Trion really didnt understand the particulars of publishing third party games. They were unable to keep the cost down, and did not properly manage the process. They were used to internally owned products, and really didn't foresee how hard it is to manage third parties.
XL didnt understand the market, and believed that they could just roll out the existing product, with miminal changes, and do as well as the original rollout (for a fraction of the cost). This is typical of developers who are not used to publishing in multiple markets.
Gut Out!
What, me worry?
I'd take a brand new game with a great launch + first year!
It's a lot more than I give other games...and maybe that's another downside of F2P.
Maybe I'm TOO quick to cut the chord and move on.
Gut Out!
What, me worry?