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Reader Comments (3)

Posted: Nov 19th 2009 8:06AM Daelen said

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Guild Wars is online and supports millions... free.
BattleNet is online also supports millions... free.

Not sure why people think companies need monthly subs to be profitable but...

I gladly pay $15 a month for the MMOs I enjoy and frankly even $25 wouldn't break the bank. Once upon a time yes UO was $10 but my ISDN line was $200 so given broadband is peanuts now... I'm still ahead ;)
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Posted: Nov 19th 2009 9:05AM Wisdomandlore said

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There's a big difference between Guild Wars and Battle.net and a real MMO. When you need a server for say, 2-12 people, just about anything could do. Halo, for example, simply utilizes one of the player's Xbox as a server. Once you go beyond that number things start getting costly. 32-64+ player shooters need dedicated servers to run smoothly, and if the developers are unwilling to foot the bill then players have to.

Now up that to over a 1000 people and you need some seriously powerful hardware, plus a team of technicians to run them all, and I imagine some costly internet bills. You need some type of subscription of RMT model to pay for it all.

Now if Guild Wars 2 really is a persistent world MMO (re: not composed 99% of instances), and it really is free (no RMT or sub) then I will believe you.
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Posted: Nov 19th 2009 10:07AM Meagen said

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@Wisdomandlore How do you define "no RMT"? GW1 has options to buy additional character slots (you get 4 free with your first campaign, 2 with every subsequent one), additional account storage, character makeovers and renames, and unlocks for PvP.

GW2 will definitely have no sub fees (it's one of the few things they've explicitly said about the game so far), but it might have a similar online store. Does that count as RMT, or do you mean only things that give a real in-game advantage (like the option in DDO to start characters with 32 instead of 28 points)?
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