Mainstream MMOs are more widely recognized and are more involved in the current dialogue when discussing MMOs (and games at large). This means MMOs can move in and out of mainstream depending their relevance to the game culture at the time. Runescape is not mainstream by this criteria. While a classic MMO, it is not a leader in MMOs, nor is it part of the mainstream discussion typically for a lot of reasons (graphics, gameplay, story, features, etc). This doesnt mean people cant enjoy it. I enjoy things like RO, which is old and terrible by all standard means and still has a 'large' enough player count, but it is not mainstream.
Furthermore, while that article says 1 million subscribers, I would need clarity as to what it counts as subscribers, as the article does not seem to mention differences between memberships and F2P members. This is important because if the Runescape model is F2P with people opting in for membership programs with perks, it will naturally have higher player counts because the gate of entry is that low. This gets more complicated because you can play the game still after ending membership. So does that 1 million subscriber count (if it only counts memberships) mean continuously active ones, or does it include any account who had at some period of time for any length a membership. You would see much larger numbers for FFXIV if it had a baseline F2P model with a membership program. Furthermore, that article seems to also suggest that 1 million count is not from the mobile app alone but all iterations of runescape, so this doesnt give us a 1:1 comparison. There's a lot of variables to the article that dont exactly make it clear how it's reaching that 1 million number. This is a problem when comparing the two because FFXIV hits a 600k subscriber count with ACTIVE accounts, meaning that people are actually paying to play the game in the current moment, where the article does not illustrate whether thats the case or not, or if its just 1 million active accounts, which are easier to achieve with it being f2p, which also means defining active. With FFXIV, Active subscriptions = actual players playing the game. Where an active sub in an F2P could literally mean someone logging in once or twice a year for a few days.
Again, proved popular to who? The game industry at large, or within its own player base? If were gonna get into niche examples that are harder to compare 1:1, then I can say simply by the fact that most mainstream MMOs (or MMOs in general) rely on multiskill combat, and thats where most players who play MMO are, the 1 button combat system is not popular across MMO players at large.
If you want to say 1 button combat is popular among Runescape players, then what needs to be discussed is how that relates to FFXIV. The one button system might be just fine (and more popular) in Runescape due to other factors within the game. You may not need a complex skill system if other factors come into play that make the game rewarding and challenging (unless Runescape is quite literally just a fancy chatroom at this point, then its more of a social tool than MMO, but thats another discussion). The one button combat system doesnt work for FFXIV because the game isnt designed for it, and switching over to said system would more than likely cause a player base crash, not be a boon to its numbers. This is why in the context of more Mainstream and Modern MMOs, they dont rely on a 1 or two button system. They rely on more advanced combat systems that engage players more. Ill put it this way: If 1 or two button combat was that desired, most MMOs would have this set up. They dont, however. This isnt a 'cause its trendy' thing, but more a 'this is what most players gravitate towards. This is where the market demand is at.
That article from 2008 hurts your earlier article you linked. If they have 1 mil in 2008 with what seems to be 1 game, and have 1 million in 2018 across all platforms, that means their player base is spread and is suffering a loss in players to the specific game.



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