MMOs are a big business these days. This hasn't always been the case -- Ultima Online might have been the first real game of the genre, but it didn't make everyone want to build a competitor. It was the success of World of Warcraft that really opened up the idea that there was a huge amount of money to be made from the genre, and that in turn has brought almost everyone to the table in a rush to build a game, find a method that works, and try to hook as many subscribers as possible. The only problem is that we might find ourselves with an industry drifting toward what MMOSH refers to, quite fairly, as The Bad Place.
We've all found ourselves buying new games, playing them only until the trial is up, and then never picking them up again. Sometimes we don't even give them the full month. And some developers seem to be adopting this mentality as well -- there are rumors here and there about the future of Champions Online after its first month, and both publishers and players are treating it as if the first month is everything. (Their recent free trial seems to tie into this -- you could argue that where MMOs once got new players by word of mouth, they seem to be in love with constant trial offers to entice players now.) And that's just the tip of the problem, really -- the post goes into further detail about the cycle of hype, release, and abandonment. As it says, gone are the days when we should stick with the game that we had and wait for it to improve -- and that might ultimately be far more harmful than whatever holes in the game lead us to leave so quickly.
Reader Comments (42)
Posted: Nov 3rd 2009 2:42PM (Unverified) said
The "try for free" model worked on me with Eberon Unlimited and I paid for two months. Sadly they were plagued with some rather annoying problems and shitty customer service which had me return to wow after all and reroll there once more.
Posted: Nov 3rd 2009 4:12PM (Unverified) said
"The thing that breaks my heart most about all this is that if some of these AAA titles were released as they are NOW, for example AoC, they would have captured enough hearts and minds to not worry about the odd wandering player."
-Hub (Edited to make sense)
This. The big thing about making MMOs that we see time and time again is that it costs a lot of money to make an MMO and ultimately, a lot of the time you end up seeing them having to release before they really want to and you end up getting an unfinished and unpolished product. Someone in the first page of comments mentioned how he tried out suchandsuch game and went back to the great and polished WoW. Guess what? WoW wasn't polished when it came out, I know, I started playing on launch day. The WoW we see today went through A LOT to become as polished and smooth as it is. Unfortunately, the opportunity afforded to WoW to grow, is often not given to other developers and really there's no reason to give them that opportunity nowadays.
-Hub (Edited to make sense)
This. The big thing about making MMOs that we see time and time again is that it costs a lot of money to make an MMO and ultimately, a lot of the time you end up seeing them having to release before they really want to and you end up getting an unfinished and unpolished product. Someone in the first page of comments mentioned how he tried out suchandsuch game and went back to the great and polished WoW. Guess what? WoW wasn't polished when it came out, I know, I started playing on launch day. The WoW we see today went through A LOT to become as polished and smooth as it is. Unfortunately, the opportunity afforded to WoW to grow, is often not given to other developers and really there's no reason to give them that opportunity nowadays.







