@LegendaryChopChop said:
I see a lot of controversy came out after I said what I did... well, I still feel that way. All MMOs that become "free to play" should be going belly up, period. Why? Because it's clearly a PR move to help them rationalize their failure of the games. Not to "open it up to more audiences" or anything of that.
It's just my opinion, and it's related to the constant failures of MMOs coming abound. How many subscription MMOs are still going strong, or haven't damage controlled into going free to play?
Taking a wonderful game like KOTOR and making it into an MMO was a disastrous concept in the beginning, regardless.
This game was set up to be the next WoW, and look at what happened. It had all the right pieces in place.
I think this failure will ultimately be the deathblow of the MMO genre.
... except for WoW, of course. But that's a whole other beast.
No, that other guy was just being an ass for no reason. If you want to have an actual discussion about this though then I'm game. The reason MMO's go free to play is because they are all chasing the same dream that blizzard made a reality back in 2004. The current reality is that it's so hard to pull blizzard's audience away from WoW for just another WoW clone. It's just not going to happen without some real innovation to the genre. People always point to how WoW took over everquest but I really don't think lightning will strike twice in the same place. So what ends up happening is that when these games aren't massive success stories, they have to go to plan B which is the free to play model.
So why do developers and publishers still try to make the subscription model work out of the gate? Because if it pays off it's totally worth it. The problem is that it is way to big of a gamble. The Old Republic took 300 million dollars to develop. That's just fucking absurd. Dev teams and publishers can't keep taking that risk of a 6 year + development cycle and spending that kind of money. It's too volatile.
Here's the problem with MMO's. It's not that people aren't willing to pay the subscription fee. WoW proves that. The real issue is that the subscription model dictates too much on how and MMO is made. It's the reason for almost every feature in the genre. Things like thousands of quests to extend the leveling process, gated PvE progression, repeatable daily quests, endless seasons of pvp, the length that it takes to obtain the best gear in the game, the fact that endgame has to be repeatable, ect. All of it is designed to keep you coming back every week and every month to keep paying that subscription. You can argue that those things are vital to what makes an MMO an MMO but I would disagree and I think those factors can totally hurt the quality of a game.
Take questing for example. The reason why quests in MMO's are so mundane and repetitious is because there has to be so many of them to draw the leveling process out as long as possible. I find that to be pretty arbitrary. That's a recurring theme in the downside of MMO's... "arbitrary". Why did The Old Republic fail? Because it felt the need to stick to the tropes of the genre. Why do we need to have the holy trinity (tank healer dps) in MMOs? At least Guild Wars 2 new better than to go down that path.
In my opinion, traditional mechanics aren't what's important in making a good MMO. All you need are the basics. Huge, persistent, seamless open world... and the social connectivity to play cooperatively and competitively sometimes simultaneously. You don't need the tank healer dps, you don't need a separation between leveling and endgame, you don't even need the game to be an rpg. Until developers start realizing that, the genre will continue to struggle. I don't think the MMO genre should go away. It just needs some innovation.
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