I think before ME3, SWTOR had lost about 400,000 subs>< so if that is true Darkvalkyr, then that is pretty crazy D:
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I think before ME3, SWTOR had lost about 400,000 subs>< so if that is true Darkvalkyr, then that is pretty crazy D:
Wow (teehee) lots of discussions here. Please allow me to offer my understanding:
SW:TOR ran into problem: It took a great premise (Bioware rich stories) and tried to make it a continuous world. A Bioware game takes years to make, and is consumed in a month. To keep people happy they would have to deliver years worth of content every month. This is not feasible. Therefore they add filler content. The filler content is not sufficient to keep people happy.
Therefore the recipe is unlikely to be successful.
What SE (and everyone else) has to keep in mind is: People don't want a WoW clone. WoW is already out there. If someone implemented a 100% clone of WoW it would not do well. WoW is doing well because it *IS* WoW. It's name is enough to draw in and keep people.
What SE (and anyone else) should do is be themselves. Leverage their strongest assets. What is Final Fantasy's assets that make it stand out from all else?
-- An engrossing world through which to traverse
-- Beautiful music and graphics
-- Amazing cutscenes and storylines
-- Strong RPG elements (mechanics).
SW had a few but not all of those. WoW had a few but not all of those. FF has all of those and needs to focus on these pillars. Do not be a clone: Copy Cat Groups never live long.
Wh..what? Bioware hasn't seen this since 2008. All of their recent games have been garbage, storywise. The fact that they were selling their game solely on this, and voice acting was a huge red flag. At least Square Enix admits their mistakes, and is making a completely new game. Hell, at least FFXIV at launch was original, even if in a bad way. SWTOR was unoriginal, and shit.
I would disagree with WoW cloning being SWTOR's biggest fall. I think it's one of the many reasons, but it's definitely not the only one.
I could go on and on but IMO the biggest problem was Bioware/EA's absolute defiance of customer feedback. When the game was full of problems they never cared until they really started bleeding subs everywhere.
This is a fair point.
There's a difference between straight out copying WoW and drawing inspiration from WoW and giving things your own twist so that they make sense in your setting/IP. FFXI drew from EQ and gave it its own twist, in a way. The same rule applies here; look at games like WoW do, draw on what works, change things to make it fit your setting and move on. This can be applied to lots of things, from party dynamics to additional things like pet battles or transmogrification.Quote:
What SE (and everyone else) has to keep in mind is: People don't want a WoW clone. WoW is already out there. If someone implemented a 100% clone of WoW it would not do well. WoW is doing well because it *IS* WoW. It's name is enough to draw in and keep people.
I'll disagree. Mechanics-wise FF has been very weak. XI alone proved that many of the ideas from the console games simply didn't work in an MMORPG. Thief, Red Mage and Summoner being the poster children of that.Quote:
Strong RPG elements (mechanics).
The point of having multiple difficulties is so that the e-peen brigade's feelings don't get hurt when the dirty casuals get to clear the content and see how the story ends. Freshness has nothing to do with that approach to design. The only thing I wish developers would use is mid-encounter triggers for hard modes rather than an on/off button.
Awww I really enjoyed the smuggler storyline, I loved hunting Skavak and getting Flashy back haha D:
To me the hardmode felt more like a cop-out "Hey, we can't think of other content for you guys to tackle right now, so just try this same thing just at a harder difficulty (yay!)"
Your opinion is a nice take on it too, honestly I'd not thought of it from that perspective♪
I hope you all realize that Yoshi is actually taking the WoW route.
Don't get me wrong, I love moving in combat. I just like the idea of planting yourself in the ground for a short amount of time to do crazy damage. It makes sense. Like for Ifrit. You watch what he does and when you think it's safe, you use one of your weaponskills to do crazy damage.