Hardcore just doesn't make the money anymore.The problem is that almost every new AAA MMO is designed to specifically cater to the ultra casual, I want my epics without any effort crowd that apparently makes up the majority of MMO players these day.. ugh.
Anyway, now that every new AAA MMO is designed like that, anyone who wants a real epic, AAA MMO with difficulty and time requirements is just shit out of luck.
Cash grabs make me sad. Instead of doing it for the fans, they do it to make a quick buck. Without us, where would these companies be?
(And not in the infirmary with pleurisy).

I really don't believe they are trying to get the 30 minute a week players yet. Now maybe other games are, but until you see a max level boost or things of that nature, it's really hard to say they're gunning for this crowd. They'd be happy to have more subscriptions, but if you really think they're aiming for 30 minute a week players or mobile players, you're really off base. As for time investment going down, well yeah that's true, I don't know if I agree with 1/10th but it's true. Though they made a concerted effect appeal to wider audiences ... and well you're still here too. I don't know what else to say, if you want a game like that you can always learn some Korean and pick up whatever ridiculous grindfest they release next over there.Maybe ultra casual is the wrong phrase, but point stands that MMOs are designed around people who spend 1/10th the time as what used to be needed.. and what I see should be needed.
Longer leveling, more investment in your character, it's reputation and personal advancement, and your community. These are things that to me make for a much more rewarding MMPRPG gaming experience. It used to be quite a bit more like this..
Also let's be honest here, you know they're trying to get the angrybirds players too.
Is this just a joke about how the game tries to make you to pay in with increasing difficulty or are you being hyperbolic?
These guys would have all the same issues with any new MMO that comes out, especially ESO and EQN. Also Diablo 3: Reaper of Souls is going to cost money not not have a subscription, characterizing that as free to play is silly. It's not an MMO it's a single player game with multiplayer, I'm sure Blizzard would love to make it subscription based but even they wouldn't dare. Also before someone tries to argue it's actually an MMO it's got no persistent world and a player cap of 4.

The problem is that a AAA level MMORPG takes tens to hundreds of millions of dollars to produce/maintain... and in that time that it is in production, it makes exactly $0 for the studio.
They need that "quick buck" to recoup costs from the production and testing (alpha and beta testing) phases... and then they need to figure out a way to keep a good chunk of their subscribers coming back for more. Even as newer and shinier MMORPG's are released, with their dev's screaming out promsies to lure people towards them.
There-in lies the challenge.
If you make a game where only 10% of your population (your most dedicated, loyal, and vocal portion) can "beat" all of the content... most of the other 90% is going to leave.
If you make a game where everyone can do everything, that 10% that would have stuck around forever is gone because they don't feel appreciated/challenged... and a good portion of the 90% are going to leave because they want to be off to see the next shiny new game that releases.
It's a tightrope act to find the appropriate balance that keeps your hardcore loyal players playing, as well as keeps a sizeable percentage of the casual playerbase... and few publishers can pull it off.
Last edited by OSUBuckeye4; 01-27-2014 at 11:59 PM.
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