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  1. #11
    Player
    karateorangutang's Avatar
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    Oct 2013
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    Ul'dah
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    Celest Ru'milan
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    Jenova
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    Scholar Lv 100
    Quote Originally Posted by Zarzak View Post
    snip until.... after 8 years. I never played it myself but that is longer than most MMOs last these days. We could go through a very very long list of MMOs that actually failed before we ever even talk about SWG shutting down. And sustained a sub model.

    Also since you either don't know or like to ignore important details. It failed AFTER being completely overhauled due to a disagreement within the business (as I understand without looking it up Lucas Arts and SOE had disagreement)
    Which i corrected my wording later. If you wanna throw blame on me you should read the post i made later.

    What i meant to say is the current form is a failure because its not what the audience wants. Please don't throw people under the bus for no reason. Would it make you feel better to say its failing? If its "failing" then it will soon be a "failure".

    The game itself I'm speaking for. If the company made money off of it then it was a business success. Whether its beloved to you or not doesn't make it a current success. The word groovy was huge at one point to, but that's really irrelevant now. The current gamer is what matters. How long something was a success is immaterial in a market where the new shiny steals money from another company. The business model and game life was a success. The game is a failing in the "current" market.

    Quote Originally Posted by Zarzak View Post
    ^

    These WoW clone MMOs last what 2-3 years before going f2p and dying? So lets average that to 2.5 years (30 months) $15x30 = $450 + say 2 $50 expansion.. $550 per player who stick around start to end?

    Now lets look at the games who have kept players around under a sub model for over 12-15 years EQ and XI. (well focus on EQ because without looking XI's content was a bit more complicated mixing expansions and smaller paid content patches)

    EQ = original + 21 expansions.

    per player
    expansions value = over $1,000
    sub value = $2,900

    Does your average WoW clone bring in a huge influx the 1st couple months that likely make up for the difference? Sure but lets then realize the cost of developing a new MMO vs adding an expansion to an existing one.

    Then lets realize that apparently EQ/Xi were good enough to keep a lot of the SAME people engaged for YEARS. Where even the titan of these modern MMOs WoW has a almost 70% attrition rate after the 1st 20 months of playing (since I know someone will bitch below are the numbers). WoW stays afloat by being the equivalent of cigarettes/beer/weed to the MMO world. Everyone tries it then goes looking for something better.

    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)
    Just out of curiosity, since I'm in a rush to leave and I can't do the calculations. Are you also taking into account that at its peak XI had 500 k subscribers and that well into a year in of this game we are sitting somewhere in the vicinity of 700 k subscribers? This game is still young and quoting it like its already dying when its subs continue to grow just seems like alot of guesswork.
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    Last edited by karateorangutang; 09-22-2015 at 04:19 AM.