Quote Originally Posted by DPZ2 View Post
Since this seems to be the first MMO for a large number of those players, one would be foolish to ignore the possibility that "harder story line = fewer subscribers = lower income".

I can guarantee that "harder story line = more subscribers = higher income" is not a possibility in the video game MMORPG industry, or someone would have done exactly that at some point in the last two decades. [Rest in Peace, Wildstar].
Wildstars issue was the effort to reward ratio... same as this game
People don't do the harder content because the rewards aren't valuable or worth it. Everything is just throw away trash..wildstar tried to ramp up the difficulty but kept the trash tier rewards structure /treadmill. Therefore what you got out wasn't worth what you invested in. And that's why the game tanked. It wasn't satisfying to play.

To offer a counter point t though one of the most important aspects to ayer retention is engagement and fun. When a game is to easy. Like 14 tends to be. Ayers get bored and drop there subscriptions...

Ramp up the difficulty even to just the normal raid tier levels. And you add to the engagement factor. More engagement equals more fun. Equals more time playing. equals more subs.

It is a balancing act though. As ramp it up to much and engagement becomes frustration and drives players away just as quickly as setting the bar to low does..

Many of the players I've tried to pull into 14 have eall given it up be ause its just not satisfactory or gripping enough to keep them engaged.. the bar is set so low it destroys the atmosphere of the story.. the world is in danger all hope is lost.. here's comes the warrior of light to basic auto attack his way to victory and save the day while he eats a sandwich or answers the door..