Originally Posted by
fusional
which only a minority of the player-base actually ever really cared about, but yes- it does give developers quite a lot more to pull from.
celebs didn't start endorsing the game until late 2007, which was TBC-era. they already had 6-8+ million subs by then
then why does WoW still have 10 million subs in spite of people crying they want 'different'? and while clearly if you add up every gamer who plays MMOs other than WoW you get a much larger number than that 10 million- why do all the games which tout themselves as being 'different' end up with a fraction of that number before fizzling out and fading away completely?
because nearly everyone who cries about wanting "something different" doesn't know what 'different' is. and for those who do- they all have a different idea of it. and so in effect trying to make a game 'different' for all the people who are dissatisfied with WoW, you end up making a game only a small fraction of those people will actually play. it's impossible to make one that's simultaneously 'different' in every way that each and every one of those people wants it to be.
and so your audience who doesn't care about what it is, but rather how well it's done- they stick together playing the same game. and your audience crying about wanting something 'different' gets fragmented across the fringes of the MMO landscape endlessly searching for that niche title which is 'different' in that specific way which pleases them most.
there will never be a game that's simultaneously 'different' in every way yet cohesive enough to bring together all those players. so in the end you have a hypothetical majority which in practice splits up into many many many overly vocal minority groups all clamoring for the same nebulous thing which not even *they* know how to properly quantify or articulate.
how exactly is a game company supposed to base a successful model around chasing that endlessly shifting and fragmenting demographic? so to succeed, they build around what has been proven to work, and they try to execute this as well as possible.
it's like a gourmet chef. sure, you can take risks and try to make something different and new- but first you have to cover all your fundamentals, and the ingredients have to work together. if you lose sight of your fundamentals and/or your ingredients don't mesh and/or your execution falls flat... being new/different ends up being completely irrelevant.
and i've already explained why they floundered. you're still hung up on it all being the same and can't see the forest for the trees. it had nothing at all to do with what they were and everything to do with not doing it well enough. the kind of content ends up being largely irrelevant as long as it's high quality and exists in a large enough quantity to keep players busy.
because when games do that successfully, they survive and flourish- no matter how many people cry about wanting something different, and no matter how loudly they cry about it.