MMOs on console have always been viable, nothing has changed since EQ Adventures on the PS2 and Phantasy Star Online on the Dreamcast.
The issue remains how viable are big budget MMOs in general, regardless of platform.
If you look at Mobi…
It is a great game, easy to pick up and play, but there is a depth to it with the traps and hero specs.
Always satisfying when you join a PUG and win against the odds.
I think it is also important to note that there was a poll early on before CBT1, where the player's essentially voted to make the game more grindy.
In Korea, it takes about 8hrs to hit level 50, in the NA/EU version it now takes 28hrs. They've …
ElRenmazuo said:
Here is what the average american audience watches
I don't see why censorship is needed, but them doing it won't stop me playing.
What I don't get though, is at a time where Music and Film is becoming more sexual, Ga…
EQ Beastlord.
Also enjoyed Vanguard and WARs classes, both games did something new and interesting with the classes, rather than the generic D&D rubbish you normally get.
Originally posted by Azaron_Nightblade This ought to be good.
Also in defense of the NGE: MMOs try new things all the time to gain a bigger audience, sometimes they work, sometimes they fail utterly. There's no way the devs could've known which w…
Originally posted by Muke Originally posted by bobfish
* How popular do you think SWG would have become if it had been designed more like NGE in the first place? Would it have become the first MMOG to reach a million subscriptions?
…
* Should SOE and LucasArts have seen before SWG launched that it wasn't going to be the type of game capable of attracting the number of players they were aiming for?
There was no context. Even looking at the other MMOs of the time, none of them…
Not a fan of trading game time for in-game currency, only EVE has found success with it, everyone else that has tried has had the system exploited massively.
I'm sure Blizzard will do better with it, but it feels wrong to me. Too many years of b…
Don't what the GW2 NPE is, but in the case of SWG, the decision was a mandate from up top, equal amounts LucasArts & SOE.
Developers would've known full well what it would do and how it would be received, but they are employees of a company …
1. Profitability is defined by having a greater revenue over the lifetime of the game than the cost to develop and maintain it. Business model isn't going to ensure this one way or the other, there are far more variables involved than just how you m…
Well ArcheAge comes to mind when thinking of small sandboxes.
The OP has a point though, sure it costs more to make a bigger world, but a sandbox should be massive. Side note, always bugged me how cities in MMOs were little more than a dozen hut…
Originally posted by Scot Originally posted by Loktofeit Originally posted by Scot Selling cosmetic items was a first step to the sorry state we are in now. Rather like a gateway drug it has led to gamers being addicted to the P2W cash shop tha…
Originally posted by greenreen Originally posted by bobfish Originally posted by greenreen It's been a white elephant for some time in the industry because everyone in the know recognizes that the F2P model was designed in China by a government…
Could you imagine the nightmare of having to keep it patched and updated alongside the main game?
I guess if it was all built from day one to be a toggled feature on the server, it might not be so bad, but retro fitting an MMO to have a normal m…
Originally posted by nariusseldon Originally posted by nilden Originally posted by nariusseldon Originally posted by GeezerGamer
And that brings up another question. Why are games failing to retain players after only a few month…
Originally posted by Superman0X Originally posted by nilden Originally posted by nariusseldon Originally posted by GeezerGamer
And that brings up another question. Why are games failing to retain players after only a few months?…
This reminds me of MTG Online, whilst trading of cards between players is supported, there is no currency in the game. Therefore the player base turned to the one non-card item of value, Tournament Entry Tickets, at $1 a pop (or were), there became …
I remember when MMOs were pay-per-minute, back then it didn't matter how much time you had to play, you could only play as much as your wallet could afford.
Now that was pay to win
Originally posted by greenreen It's been a white elephant for some time in the industry because everyone in the know recognizes that the F2P model was designed in China by a government sponsored psychology team in order to find ways to use human com…