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  1. #111
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
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    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by DkDerek View Post
    And unfortunately nobody would ever play a game like that again.

    Times have changed.
    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.


    Quote Originally Posted by DkDerek View Post
    Blizzards releases Twitter integration in a major content patch.

    WoW STILL has the most Subs of any game in it's genre.

    Clearly they are doing something right.
    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.

    Quote Originally Posted by CGMidlander View Post
    Much of WoW's success can be attributed to when it came out. It came out at an opportune time and reached critical mass quite early, and has been riding that wave.
    ^ 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.
    (3)
    Last edited by Zarzak; 08-26-2015 at 03:58 AM.
    Quote Originally Posted by Zantetsuken View Post
    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.
    Quote Originally Posted by kazeandi View Post
    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.

  2. #112
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    @Zarzak

    It seems they want to take FFXIV:ARR in the general direction of earlier MMORPGs, at least to a point. Yoshida was supposedly surprised by how well received the Hunt system was pre-expansion, and in 3.1 they are introducing the FC airship content, which is somewhat related to burning circle notorious monsters from FFXI. They are experimenting with non-WoW instanced and non-instanced content, but I think it will be several years before we see them start to move away from dungeon grind as the primary engine of progress.

    Edit: And I don't mean that as though I think they are sluggish as developers. It just takes a long time for features to come out. I think Ghostcrawler (WoW Dev) answered someone's question pertaining to the subject of competitor features and he said it would take developers 4-6 months to make a feature matching something in a competing product.
    (1)
    Last edited by Fendred; 08-26-2015 at 05:24 AM.

  3. #113
    Player
    Pooky_Pasha's Avatar
    Join Date
    Feb 2012
    Location
    Gridania
    Posts
    134
    Character
    Pooky Pasha
    World
    Excalibur
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Zarzak View Post
    snip
    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.



    Edit: I played FFXI from 2004-2009, and off-and-on since. I played WoW from 2009-FFXIV 1.0 release.
    (0)
    Last edited by Pooky_Pasha; 08-26-2015 at 06:01 AM.

  4. #114
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
    Posts
    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Pooky_Pasha View Post
    snip.

    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?
    (0)
    Quote Originally Posted by Zantetsuken View Post
    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.
    Quote Originally Posted by kazeandi View Post
    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.

  5. #115
    Player
    Pooky_Pasha's Avatar
    Join Date
    Feb 2012
    Location
    Gridania
    Posts
    134
    Character
    Pooky Pasha
    World
    Excalibur
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Zarzak View Post
    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?
    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.
    (0)

  6. #116
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
    Posts
    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Pooky_Pasha View Post
    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.
    well lets see...

    Blizzard 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.
    http://kotaku.com/5469238/most-new-w...-past-level-10

    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.
    (1)
    Quote Originally Posted by Zantetsuken View Post
    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.
    Quote Originally Posted by kazeandi View Post
    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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