Mobile revenues had a huge bump with the launch of Lineage 2M.
Mobile games: 362 billion KRW
Lineage: 51 billion KRW
Lineage 2: 27 billion KRW
B&S: 17 billion KRW
GW2: 11 billion KRW
Aion 8 billion KRW
For the whole 2019:
Mobile games: 999 billion KRW
Lineage: 174 billion KRW
Lineage 2: 94 billion KRW
B&S: 84 billion KRW
GW2: 59 billion KRW
Aion: 46 billion KRW
Comments
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
The only negative is the shameless p2w way of ncsoft. But Asians are much more p2w tolerant than western people.
Those lights over the mobs heads are one of the things i can't stand,i assume marking quest mobs.If you can't tell what mobs you are suppose to kill without the lights,you might as well quit gaming,besides it ruins the realistic immersion effect.
A world boss that moves super slow and has no magic or ranged ability is pretty weak,i would hardly call that a boss.Nothing else around aggro's as well makes it even weaker.
The animations are pretty weak,way too fast and there doesn't seem to be any animated effects from attacks,again to make it easier to support game play on mobile.Is there any actual grouping and how would this game perform if there were even 3 groups of say 6 in sight.
Never forget 3 mile Island and never trust a government official or company spokesman.
Never forget 3 mile Island and never trust a government official or company spokesman.
So you're not dealing with the sharpest knives in the drawer here as far as common sense goes.
GW 2 was initially very popular in spite of people complaining about the no trinity thing but I enjoyed playing it. I didn't play it for long but the odd thing is I never went back after I left the game. Unlike GW 1 which I left and went back to I don't think I returned to GW 2 after I left. WoW and FFXIV I have returned to after leaving but not GW 2. It does not seem to have the same draw as other MMORPGs.
I did find GW 2 highly entertaining but I felt no strong desire to go back. ESO and Rift are the other games I have not returned to after leaving. Everquest, WoW, DAoC, COH/COV, SWTOR, EQ 2, Anarchy Online, LotRO, Age of Conan to name a few are games I have returned to. There must be a reason behind that. I mean all the other games I occasionally have the desire to return to and have but even when I think I might go back to GW 2 it simply slips my mind. Perhaps in spite of the fun I had the game didn't create a lasting impression on me.
I didn't need anyone else to enable my game time like in other games, if I played a healer, I needed someone else to do do the damage needed to kill mobs, but GW2 broke that mold apart, and it was one of the best parts of he game
They later screwed that up quite a bit with their expansions where they put in quasi-roles, for some classes, and it pretty much showed why roles were a bad idea and never should have tried to put them in.
Undaunted by their screw up along that path, they kept trying tho, just making things worse and worse as they went along.
You might like it more now tho, it has that very "generic MMO" feel to it these days, that all the WoW refugees that swarmed GW2 clamored for, and raids, yes, the need for raids as well.
Then you know, Classic WoW came out and all the WoW transplants left GW2 like the pitiful wanna-be it became to try and placate them, and rightfully returned to their beloved WoW.
Dozens of MOBAs died over the past decade trying to get a slice of LoL pie, including Blizzard's HotS. But companies capitulated and gave up on the race for a LoL killer. The same happened with the end race for the WoW killer.
If you want to profit with MMO, you need to explore new fronts and Mobile market right now is a huge opportunity. It will take quite some time until the Mobile MMO market becomes as saturated as the PC MMO counterpart.
Did they fail?
Yes.. yes they did, like everyone knew they would fail, and in doing so, they ruined what they had, ruined whatever they were working on secret, lost half their staff... they shot themslves in the foot right and proper.
and all the people that they were trying to hard to please.. well they all moved back to WoW, or whatever other games they play now.
The problem isn't that there were no lack of roles in GW 2 they didn't have any way to distinguish roles that does not have to be a trinity to be a role. If the goal was to damage and kill fast then everyone basically went for classes that did that best to finish quicker. That makes the game not as good as City of Villains where your goal isn't to pick people who do damage only and succeed.
The best part of the City of X games was that you could approach a mission and use controls to make the mobs fight each other and then place good shields on people then fight the remaining mobs with debuffs and damage attacks. There were archetypes that could use acid mortar and sheild generators that added so much flavour to a mission. Or masterminds with their minions and secondaries that could also buff or debuff. So many roles that the archetypes could take . Controllers that can use crowd control and little damage but the crowd control was a valuable role.
Each combnation of skills when City of Villains launched meant you approached the missions differently. Pity the missions set up was boring though but you cannot fault the skills system which had good diversity and gave people roles that were not the trinity but roles nevertheless.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Roles and Interdependent classes made grouping a necessary evil, something players were forced to do, not because they wanted to, but because they had to, and they needed to fill direct specific roles.
Which is why so many people originally went to GW2 to get away from that exact kind of generic MMO situation. And, also why Anet made pretty much the dumbest fucking move ever by putting roles and raids into their game, to placate that demographic as opposed to continuing on with what made their game unique and special.
That looks pretty good on the surface, but when you consider last time anyone looked, they had roughly 1 million players, that is like 3 dollars per player, per month.
To get a feel for that on a smaller scale, Gem Shop purchases are $10 Minimum, which means, less that 30% of their players are buying anything at all each month.
That is 1/5 what they would be making if everyone paid a sub fee.
"Be water my friend" - Bruce Lee
looks over shoulder
Uhm...... Love you honey
"Be water my friend" - Bruce Lee