MMO's literally fail because of the lack of a rewarding end game for those "ultra-hardcore raiders." It's the number 1 reason cited when MMO's fail. So no, it's not negligible.Am I the only one believing said "ultra-hardcore raiders" are like totally negligible when it comes to player base proportion ? If they are stupid enough to leave if they lose their story exclusiveness, they won't really weight a lot on the balance.
But I do trust they aren't idiot enough to react that childishly



MMO usually fail when they catter to hard to once side of the player base totally ignoring the other or when they never decide what to do. And I have high doubts a MMO would fail because of "no rewarding end game" alone. there are MMOs without any relevant endgame and still going.
On the other end, FFxiv 1.xx didn't fail because of whatever endgame might have been back then but because the game plainly failed to see what the players wanted, or so they said themselves.
playing semantics doesn't reduce the amount of trolling.Not trolling. You asked in the original post, and I quote "[For] a version of the coil which would only serves the purpose of giving the story to players." You didn't ask to experience the story, so I "gave" you the cut scenes to feed you the story like you wanted. I don't see how I'm wrong. You received exactly what you asked for..
And his point is still invalid because what that man did, many others would not have been able to come any close. You draw your own conclusions on my post and said they were mine. I merely said that because one random guy is good at one random game despite being disable/blind/whatever does not mean anyone is able to do something else, much less on a totally different field.In regards to the reference Adamant made about the player on LoL, his point was that with enough effort anyone can achieve their goal. But I guess that went right past you and you saw it as a game comparison and needing to be disabled to get anywhere...I won't ask how you came to that conclusion...but I'll let you be.
I'll say it again :
This guy is good at LoL even though he's disabled. OK, fair enough. He's even better than I am on that game. Yet this is totally irrelevant when it comes to other people's ability to do anything, especially is what you expect them to do is unrelated to the example you give.
Wanna hear an example ? I hard carried a guy through T5 back then. He died on every single mechanic of the fight the whole 20 hours we went in training him to help him, and in the end he was so desperate that we just stopped intentionally wiping in last phase and got it done. He would just never have done it. Should he feel ashamed because a disabled guy is good at LoL ? That's what the argument says
Last edited by Kuwagami; 10-01-2014 at 02:53 AM.
I would sayMMO usually fail when they catter to hard to once side of the player base totally ignoring the other or when they never decide what to do. And I have high doubts a MMO would fail because of "no rewarding end game" alone. there are MMOs without any relevant endgame and still going.
On the other end, FFxiv 1.xx didn't fail because of whatever endgame might have been back then but because the game plainly failed to see what the players wanted, or so they said themselves.
A) You need to do some more research on why MMO's fail to gain traction and either die or revert to a f2p model because end game is a very large factor.
B) FFXIV is arguably the worst big budget MMO to launch in a decade so yes it had other problems than just end game. That doesn't necessarily mean many others doesn't fail due to poor end games.
I think you underestimate the effect the end game crowd has on an MMO in a big way.

You really should look at the rise and decline of WoW. The highest growth of subscription rates for WoW was during original vanilla and BC when in fact most of the content was closed off to 99%. Even though it was closed, it kind of kept a goal. With WoTLK it peaked around Ulduar which was basically the birth of normal and heroic. Through the rest of WoTLK sub's stayed about constant and with Cataclysm it started to nose dive as they streamlined all the content. If a game doesn't have a certain amount of difficulty it has no replay value and becomes one of those one day games instead of something that needs to be continuously worked on. With no endgame, not only will raiders lose interest but also most everyone else that doesn't use the game as just a chat service. With no substance every server except Balmung will be a ghost town.MMO usually fail when they catter to hard to once side of the player base totally ignoring the other or when they never decide what to do. And I have high doubts a MMO would fail because of "no rewarding end game" alone. there are MMOs without any relevant endgame and still going.
Last edited by Airikay; 10-01-2014 at 04:06 AM.
I think you are an interesting historian. Cataclysm lost subs because they adopted a model of severe difficulty for all levels of content, including entry level. It blocked many casual players from any progress. They also had a weak storyline, and not enough *new* zones. Overall it wasn't one of their better xpacs, but it certainly didn't decline because people found it to be too *easy*. I agree that by the time we got WoTLK (though that was my favorite xpac) and Cata their "glory days" were largely over, but those "glory days" were also at the dawn of the mmo, when many of our generation were young and had a lot of time to throw ourselves into masochistic hobbies. The new generation just isn't the same. It's not new anymore. There's more choice. But, I do still think that SE has some things to learn from Bliz. They've managed to hold onto a massive playerbase for a very long time. They are doing something right.
I guess we will just see what happens next month. That game still manages to boast a playerbase several times the size of this one, and they do it with only one platform.
Last edited by Souljacker; 10-01-2014 at 04:27 AM.

I'm honestly very confused as to why you're so focused on the comparison I made as opposed to the overall point of my post. My post isn't invalid just because you're taking offense to the comparison I used.
Vekial is right. The point of the comparison was to give an example in which perseverance and effort helped to gain the results that someone was hoping to achieve, and that said person had bigger obstacles to overcome when attempting to reach that goal than a good chunk of the people who would want a "story mode" for Coil will have to face. It was not meant to compare games, or compare the skill required between games (although you would be hard pressed to convince me that getting to Gold is easier than Twintania).
Everyone has different motivations for trying to complete content, and the story is one of them. Introducing a story mode would take away one of the motivators that some people need to push themselves to get better, and to quote one of my favorite youtubers, "A game cannot survive when its average players are completing content that they perceive to be the same as its best players."
In the end, my feelings on the topic don't matter, and the developers will choose to add whatever content they wish. However, there are many games that have come before FF14, all with different approaches to design, and I hope that the developers study the consequences of various development strategies before they do anything silly.
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