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Comments on MMOG’s and Predictability In Engagements article
While I agree with much that was written in the article, I find it unlikely that a MMO would put that much complexity into encounters and expect the majority of their player base to embrace it. Those that would delight in that type of implementation would likely be in the minority (i.e. hard core raiders). My point is that after you strip away all the fluff MMO companies are driven by the bottom line period and that means they need a large player base to keep the lights turned on. They are forced to walk a fine line in making a game too hard, making it feel like a chore or on the other end of the specrtrum and even worse in my opinion, turning it into a WoW type of experience where pretty much a trained monkey can hit the level cap. Although WoW currently is enjoying an unprecedented subscriber base and is raking it in, I wonder what will happen when the Viagra wears off.
I know it can't be an easy issue to fix or it would have been done already. I truly hope Sigil finds a solution somewhere in the middle that allows them to meet their financial goals and satisfy the player base they need to survive.
Never forget the first rule of being in business, "It's all about the money".
Tang
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