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Reader Comments (28)

Posted: Feb 17th 2010 12:51AM Holgranth said

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Tony I can't find any fualt with any of that +1 interwebs to you.
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Posted: Feb 17th 2010 1:58AM UnSub said

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I can find fault with this - it's the same wishlist that appears all the time, just with this year's Next Big Thing MMOs listed in the place of last year's. What hard facts do we know about APB, SWOR, FFVIX or GW2? Not that much, which makes them ideal for projecting all hopes and dreams onto.

What is going to attract non-MMO players to MMOs? In one corner you've got your IP-based titles that already have a name outside of MMO players, in the other you've got browser-based MMOs that have low barriers to entry and potentially different payment models.The IP-based MMO already appeals to them (whether it will keep them interested is another story) and the browser-based MMO is easy to hook into with friends. Most of the things listed in this article are sidelines to that and mean very little to the non-MMO player.

Besides, the industry is already heading towards a time when the proportion of non-MMO players is shrinking, thanks to kid-friendly MMOs like Club Penguin or Wizard101. Plus Runescape still serves as a training ground between them all.

Posted: Feb 17th 2010 7:22AM JuliusSeizure said

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The assertion that sandbox MMOs are necessarily niche games is flat out wrong. There simply has yet to be one that hits the right gameplay notes combined with a strong enough promotional campaign. One simply needs to look at the wild success of the GTA series and its imitators to see that the mainstream gamer doesn't have any problem with the concept of sandbox gaming itself.

Posted: Feb 17th 2010 1:00PM (Unverified) said

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With that it should be kept in mind that the majority of players of the GTA franchise play the main story line, and pretty much keep it to that. They pick up the games every now and then to play for some hours a month in the future, but that's that.

And that, will in no way, pick up with the masses if:

A) The main story line isn't present or completely sucks as within sandbox MMO's; mainly it's just not present. Sandbox within the MMO world is nothing more than a synonym to offering squat.

B) They expect you to pay 15 bucks a month. Do you seriously think people would play GTA if they had to pay 15 bucks a month for those 3 hours they kick it into their drives again a month?

In the end, that's the cause of failure. Like you somewhat agree with me as well, the sandbox MMO's out now just plain sucking, but besides that with the little time investment many wish to stick into (sandbox) gaming the price just not being worth it.

The latter is something which I've said for years already is just going to destroy the MMO market, but unfortunately the hardcore MMO gamers keep sticking their heads in the sand, flaming people who wish to see a different model such as Guild Wars' approach and many MMO devs follow that. With as result today's MMO getting launched, selling a high number of copies and after the first 1 - 3 months... it's pretty much dead.
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Posted: Feb 17th 2010 9:22AM gallahad said

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Why I don't play MMOs:

1) Grinding: the difference between progressing as you naturally go about the game, versus "I have to be x to do y." The quickest way a game can lose my interest (single or multi) is forcing me into a situation to grind.

2) Time investment: I loved EVE. Still do. Fantastic idea. Takes way too much time to actually play. Which seems to be common with all of the MMOs I've heard about: to get to the truly fun nugget of the game you have to dump a crapload of time into it; and if the truly fun nugget requires needing to be in a guild? Welcome to your second job. Not for me. I either want a game to be 15-20 hours of solid gameplay, or allow me to put in 1-2 hours at a time and actually accomplish something.

Posted: Feb 17th 2010 12:16PM (Unverified) said

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How about we introduce what defines gaming into MMOs- SKILL! Ever since the death of Fury MMO every single mmo that comes out is either about fagrinding, levelling your arse off or doing a helluva quest that you'll get some orgasmastic item for- CHEAP!

How about MMOs become MMOGs and require something else than simply time from the player, not do the job all for him or be so god damn noob friendly? Seriously- how can you play PvP that is based around simply pressing 1-5 to attack and 6 to heal? How can you play PvP that is based on the characters simply standing in front of each other and taking their god damn slow turns in smacking each other's head?! PONG is f*cking more interesting that that.

And what happens when a skill-based PvP MMO comes out? 'Meh, this shit sucks, I'm goin back to WoW/GW/wtfever'. QQ more! The game doesn't suck- YOU do!

And that's what makes gaming what it is today and what is the reason behind the great popularity of MMORPGs- the fact that some 80-90% of the players (I don't care, keep on thinking that you are gamers you WoW fags) have utterly no skill at all. How do the crappy MMORPGs get the crappy players in? By being god damn easy and requiring nothing more from the player than time input!

Feels like looking down from my pool at a bunch of noobs swimming around in a pond of shit below you and thinking that they are having more fun (while having less life) than you do...

Posted: Feb 17th 2010 4:03PM (Unverified) said

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You're a goddamn idiot.
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Posted: Feb 17th 2010 3:56PM (Unverified) said

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The only thing that will bring me back to the MMO fold is the complete eradication of illegal RMT/MT. Gold buyers ruin the genre for me completely. I'm the type of player that has no problem with grinding and setting metagaming goals for myself in whatever setting the game may take place. But when that personal effort is instantly outshined by some cheater, I feel betrayed by the game itself. It's my opinion that the MMO game (list a thousand titles; ultimately, its true for whatever game you play) is entirely based interpersonal competition, almost always in the form of vanity content. Without fear of punishment or repercussion, cheaters (i.e. gold-buyers, botters) are allowed to skip the same content I would spend a week on simply by exchanging real money for in-game currency. Additionally, the exchange rate on these currencies is unregulated and almost always ridiculously low. So low, in fact that entire economies become based on the real-money value of the in-game currency, rather than the actual in-game value of the currency. Thus, a desirable item or crafting component or piece of gear is translated to "an hour of my working day"* rather than the real-time spent gaming it would otherwise take to acquire.

For example, in Game X, it could take 5 sessions, 8 hours each, without breaks, to acquire 1000 gamebux. The same amount of gamebux could be acquired by illegal means almost instantly for $15 real USD. What's not to stop someone from being tempted to "earn" 1000 gamebux by spending an hour (or two) of their workday devoted to the cause? That person has illegally saved themselves 39 hours of in-game grind to achieve the same result as someone like myself that has neither the means nor the wherewithal to spend real money above and beyond what is advertised or agreed upon (via a EULA).**

The only apparent solution is to create a system for MMO games to valuate in-game currency at a rate that is competitive with real-world currency. Virtual currency MUST be regulated, even if this means outside governmental legislation.

Where things are now, gold-buyers/sellers effectively have license to print money. It's OTC Derivatives and LTCM all over again.

* - This is an actual quote from a gold-buyer I once spoke to regarding the value of exchanged currency.

** - If you assume that this means I'm poor or economically challenged, you're sadly mistaken.

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