Unfortunately games are not treated with the same respect as classic games like chess. Games are subject to stockholders and bussiness models intent on changing the product to blow with the wind until the wind eventually slowly degrades the product so much that it is unrecognizable.
All this reinforces to me is what an absolute joke the concept of F2P is for games that have the overhead a proper MMO requires (customer support, updates, etc). In most things, designing for the economic lowest common denominator tends to fail more often than it succeeds.
I don't think failure to compete with WoW, is ever unexpected. I do think it's intentional with some companies.
Now I believe these run of the mill MMO's that come and go, purposely set themselves up to fail only to make a quick buck. Look at Star Wars. At the time it was the most expensive video game ever made. The game is now a free to play, dead piece of shit. They still made money hand over fist.
When it comes to gamers, it's easy to make money. Now I think the profit from making an MMO comes from feeding off the pools of tears of those who are constantly looking for a WoW replacement. As long as there is that market, you can make something as ridiculous as Wildstar, sell it, market it, and make millions off it for the initial 6 months. Then leave players pissed and high and dry when it fails, before they do it again on the next MMO.
Last edited by ablib; 2014-08-26 at 03:17 AM.
So, kids.... if casual = more successful, riddle me this.
WoW has become more and more casual since early Wrath (LFR/LFD, no elites on the world, etc)...
And the game has lost 5 million subs since then. SO, what was it about 'easier = more popular' again? Or maybe, just maybe, that's wrong. Not that any of you will admit it.
Last edited by clevin; 2014-08-26 at 03:31 AM.
You seem to be assuming that if the game hadn't gone casual, it wouldn't have lost as many net subs.
But this makes no sense.
The basic fallacy of your argument is that you are making a ceteris paribus assumption, that "all else was equal" between pre- and post-Wrath WoW except for catering to casuals. But this is obviously wrong -- many things changed, and particular the market changed.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
I think the game has lost a good part of those 5 million subs because they have slowly been deteriorating away at the casualness of the game, since Cata started. FINALLY, Ghostcrawler admitted this, in a way, in his recent tweets. It doesn't look like they learned much of a lesson either with the removal of flight in WoD.
Right now, the game is as casual unfriendly as it was in BC.
Last edited by ablib; 2014-08-26 at 03:36 AM.
It makes doing the higher setting pointless for most people. Happy? I like challenging content but I'm not gonna do it just to do it when I've already progressed through it in LFR/Flex.
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Good luck proving that 'fact'.
And I'd consider PuG raids in BC/Wrath borderline organized raiding, and that was pretty popular.
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And the basic fallacy of your argument is...well that there's less to support it than his argument.
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lol what? Are we just putting random WoW terms together in a sentence now?
Please don't be such a baldfaced liar. There is much to support the argument that casualization has not hurt the game.
First, there's the small matter that most players are casual. For casualization to have hurt the game requires that designing the game for these players will have repelled them, compared to a hardcore design. This is absurd, although that doesn't prevent hardcore idiots from imagining that casual players want nothing more than to subsidize a game for their betters.
Second, there are Blizzard's statements (from GC and others) that the hardcore turn in Cataclysm wasn't what the players were looking for.
Third, there are Blizzard's actions in response to the decline. Those actions are proof positive that Blizzard doesn't have data telling them that casualization caused the decline. Just the opposite.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
WoW began losing subscribers at the exact same age as every other MMO to have ever led the market either here or in Asia. Gosh, what a coincidence. And of course the fact that every game that's tried to bring the hardcore back has been a miserable pathetic failure means nothing, right? Yawn.
There's a difference between a casual and someone who wants stupid faceroll lala hello kitty gameplay. A game doesn't have to be hardcore to not be so pathetically easy as WoW has become.
Keep defending this stupid gameplay. I just shake my head at all this. The casuals say games are fun and why do you care how others play? The moment the game takes on that attitude it loses integrity. It goes from PC gaming to Wii bowling. No integrity, no depth, no real thought required. Just stupid mindless fun that lasts about 30 minutes.
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Actually it began as soon as it went streamlined and watered down. First with LFG and then Cata did it in. LFG was literally the benchmark where the games philosophy switched.
Last edited by Dormie; 2014-08-26 at 04:36 AM.
God riot please come to your senses before this dbag ruins another game.
People tend to make personal judgement calls on sub losses, and given the half-assed nature of Blizzards exit survey, they probably don't have the best data they could either. Some will claim that Cata started the big decline specifically because of difficult dungeons. Others will say that it's simply because the game is old. If / when WoD drops subs further, rest assured that people will say it's because of the no-fly thing.
Universally? I'd say an MMO that is generally considered easy, or at least straightforward to finish at a level your average player finds acceptable, is one that is bound to not retain players for a significant amount of time. And the key here really is 'the average player'.
This is actually one of the larger problems that this game has right now, and the relatively high number of alts that people have is a very good sign that you have a number of subscribers who thoroughly enjoy this game, but there simply isn't enough for them to do, because so much of the content is quick to consume. For your fringe type of player, the one who needs every achievement, and to beat every aspect the game has to offer, I'd say it's a different story, but that's a small minority.
Then there are retention factors that have very little to do with the sheer difficulty of the game, such as the in-game community itself and the concept of you being represented by your character, but that's a different topic.
Last edited by melodramocracy; 2014-08-26 at 04:42 AM.