I played EQ for 11ish years. Miss that game, too bad no other company would attempt to make a game as in depth as EQNeed to go back to EQ/FFXI design. Those games kept players playing for well over 10 years. I didn't play XI as much but in EQ it was well out of the norm to run into someone who didn't start playing in the 1999-2002 era and still play in 2012-2015.
I never ran out of relevant content to do to progress my character.
These days the system is "Oh you are ready for raid content? Welp bad news anything NOT raid content is basically 100% worthless to you." EQ/XI even raiders needed to do group content.
No way bro, you just got nostalgia goggles. the only way for a MMO to be good or successful is to turn it into a loot pinata! FACT! cuz I said so!
Last edited by Whocareswhatmynameis; 08-25-2015 at 12:19 PM.
There are likely a million EQ/XI vets that would jump it like a free buffet at fat kid camp. Not to mention the milion + that would buy it to try it then quit.. Just like a majority of them do with modern MMOs too since you run out of things to do a couple months in.
The fact that it is the gateway drug of MMOs doesn't make it a good game. That is like saying bud light is the best beer of all time because every 15 year old kid tries it out until they actually learn how bad it is.
WoW hemorrhages players like a Haemophiliac on blood thinners. EQ/XI kept players engaged for YEARS. Even serious raid groups replace large numbers of their force each year due to attrition in WoW. EQ losing more than 6-7% of your raiders a year was uncommon.
^ So much this releasing when home computers/internet became widely accessible as well as people starting to trust the internet so every kid could get their parents to put their debit card online to pay for a monthly game sub.
Last edited by Zarzak; 08-26-2015 at 03:58 AM.
Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.
Both EQ and FFXI peaked in mid-2004 at about 550k each. After that, EQ fell off the map, losing 100k within a year and then losing another 250k in about 6 months. So within about 1.5 years, they lost 350k (or about 63% of their peak). FFXI, on the other hand, held steady until late-2008 (yep, Pre-Abyssea by about 2 years) when it started losing players. Both games have hemorrhaged as many players as the logistically can. Now, if either hemorrhage any more players, they're dead. In fact, FFXI is about to die regardless. It would be amazing if either game still had near 50k active subscribers now.
WoW, on the other hand, grew steadily (from release) for 6 years to its peak around October 2010 of about 12 million subscribers. Over the last 5 years, WoW has been in steady decline with the occasional expansion bump. It still, however, can boast 5.5+ million subscribers. The truth is, WoW has kept far more players engaged for far longer than EQ or FFXI. It was never close, and it still isn't close.
Here are some charts for comparison purposes. You could make a retention case for FFXI, but only if you looked at 2004-2009. With EQ, you could make it from 1999-2004. With WoW, you can see steady retention from the start, even with the steady decline after its peak until today.
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Edit: I played FFXI from 2004-2009, and off-and-on since. I played WoW from 2009-FFXIV 1.0 release.
Last edited by Pooky_Pasha; 08-26-2015 at 06:01 AM.
You do realize a VERY VERY small number of people have been "kept engaged for far longer" right? Again I say.. it is the gateway MMO. Having every person teenager in the developed world try it for a few months to a year then quit doesn't make it successful as a game. Financially sure but again.. Just because everyone tries bud light in their life doesn't make it the best beer ever. The bottom of the barrel in quality always gets attracts the most. Want to argue that because McDonalds sells more hamburgers it makes better hamburgers than a 5 star restaurant?
Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.
Ok, where are you getting your information, except from pulling it out your arse? "VERY VERY small" and "try it for a few months to a year then quit" are not arguments unless you can show where it came from. Stop exaggerating the turnover rate of WoW compared to EQ/FFXI. It kept far more players, for far longer.You do realize a VERY VERY small number of people have been "kept engaged for far longer" right? Again I say.. it is the gateway MMO. Having every person teenager in the developed world try it for a few months to a year then quit doesn't make it successful as a game. Financially sure but again.. Just because everyone tries bud light in their life doesn't make it the best beer ever. The bottom of the barrel in quality always gets attracts the most. Want to argue that because McDonalds sells more hamburgers it makes better hamburgers than a 5 star restaurant?
well lets see...Ok, where are you getting your information, except from pulling it out your arse? "VERY VERY small" and "try it for a few months to a year then quit" are not arguments unless you can show where it came from. Stop exaggerating the turnover rate of WoW compared to EQ/FFXI. It kept far more players, for far longer.
http://kotaku.com/5469238/most-new-w...-past-level-10Blizzard CEO Mike Morhaime said earlier today that 70% of people playing on a WoW trial account (which I'd imagine would be most new players) fail to progress past level 10 in the game.
or what I find more useful is actual statistics
40% quit after a year which goes up to ~70% at 600 days (about 20 months)
http://netgames2008.cs.wpi.edu/slides/chen-wow.pdf (scroll down to the sub time graph)
So yea... I stand by what I said.
Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.
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