Soldato
Yeah , I used to play it many years ago a fair bit - but it's so old I forgetting it's still goingDon't forget UO! 17 years old this September! The original sandbox MMO of any note.
Yeah , I used to play it many years ago a fair bit - but it's so old I forgetting it's still goingDon't forget UO! 17 years old this September! The original sandbox MMO of any note.
One way to avoid the starter area situation is to spread the player base out, have each race have their own areas. Too many MMOs these days just have 1 linear set of zones, so 1 starter zone, which everything bundles into. Although MMO popularity has increased I'm not sure (without seeing some figures) if the same is true of the actual simultaneous capacity of MMOs, for example, Daoc used to have around 4000 players logged in at a time on a server, back in 2003. I might be wrong, but I think that many MMOs since then have had similar numbers that are logged into a server at a time (many more servers, but similar numbers logged in per server). The difference is that a lot of newer MMOs make things so linear, say 1 or 2 starting areas and then a linear progression where you go from zone x at level 10, to zone y at level 15, then zone z at level 20. In effect, pushing everyone along the same route at the same times, causing congestion.
Zoneless open world MMOs avoid this issue somewhat (ie UO), by having a gameworld where people can go anywhere at anytime, thus spreading out the player base. Another way of course, as I say, is to design a game with far more areas, larger worlds, with differing choices for levelling in zones (ie. Daoc, where each race had different starting areas, thereby spreading the initial rush of players around rather than cramming them all into one starting area)
Then name all the successful ones which are still sub based now, which have launched within the past 5 years.
Give me daoc 2 and i'd be a happy man, maybe Camelot unchained can deliver on that but still a couple of years away yet
There are none - but that has more to do with the fact they were all over-budget, badly managed WoW clones rather than them being sub based.
I truly believe a sub based MMO could carve itself a niche spot in the market. The secret is to aim low. Start small and aim to be profitable from a sub base of say, 300,000-500,000 paying £5 a month. Don't cater to the general crowd, mouth breathers and ADHD kids that have infested the sector since WoW dumbed itself down to what it is today. Make it tough, old UO & EQ tough if needs be and make sure you tell your player base that from the start, so little Timmy has no base when he starts posting about how he can't find his way around without a map, or because he got lost and can't find his corpse.
Exactly my point, there are none.
The gamers have moved away from that model, the only games which are still successful today with that model, are the ones which have that loyal fan base and don't want to lose what they've earned over the years (EVE and WoW). There are plenty of WoW clones which are successful, but use a F2P model or B2P model with micro transactions. Gaming trends change over time, and P2P is a trend which is fading, companies need to realise and follow suit with what gamers want, else risk losing out.
Complete and utter rubbish.
Your saying Sub's failed because the game failed, can you not see how completely flawed that thought process is?
SWTOR failed as a sub, because the GAME failed.
AoC failed as a sub, because the GAME failed.
RIFT failed as a sub, because the GAME failed.
WoW succeeds as a sub, because the GAME succeeded.
See where I'm going. Sub's are perfectly fine, the GAME is the problem.
And your logic is flawed if you don't believe that the payment model doesn't have any relevance into whether a game will be successful.
There are lots of sub par games which are a success, why? Because they're not reliant on monthly subs to get money and have an active playerbase who purchase freemium items to give the developers money.
Free games will have a higher turn over rate and generally a higher population too,
which translates to a more active community, which leads to more people wanting to try the game and the community growing.
If at release your game isn't up to scratch and is P2P then your community will dwindle and the players who leave will snowball from any mention of the games flaws.
Those games you mentioned would have probably been a success of they launched as F2P, because they're were by no means bad games, just games which people wouldn't want to pay monthly for.
Landmarks maybe, but most of the quests in single player games do not translate well to an MMO environment. I imagine you are just going to see passing lore references and similar environments and creatures populating areas from the single player titles.So i bet the first thing people would do would be to go to land marks from previous games. Has anyone been and how do they compare to the original games. More interestingly are the developers going to transfer the quests from the old games into the MMO? Would be awesome to play Morrowind again with modern graphics and full speech. I know you can make the graphics much better in Morrowind but the lack of speech made me lose interest
And you are further proving my point, if it was better then sub par then it would be able to charge a sub, because it was below par, it can't get away with it.
Before Titan was cancelled/delayed/whatever one of the strong rumors was that it would be a f2p model, I wonder what they would have done to Latex's brain.
Unfortunately, trying to get him to see sense is impossible as he keeps going round and round his circular argument 'f2p is evil, f2p is evil, f2p is evil'
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If someone likes MMO games, they have undoubtedly played WoW at some point in time. Any prospecting MMO players will instantly try and compare WoW to the new MMO they want to play, this means they half expect that level of content in the game, even if the game has just been released.
Any prospecting MMO players will instantly try and compare WoW to the new MMO they want to play, this means they half expect that level of content in the game, even if the game has just been released.