lolgaxe wrote:
The problem is, and I know how much people hate to hear this, the players. In the past ten years there has been, roughly, 600 MMOs released. The problem lies in that MMO players have become attached to their MMOs. By design, the games are meant to be addicting, and Everquest, World of Warcraft, Final Fantasy XI, and Eve Online have done that perfectly. Which is a double edged sword, because while people might leave for one of those new games, they almost universally all go back a few months later to their game of choice.
The only way to get a drug addict addicted to another drug is if you cut them off from that first drug. As long as the, let's call them the True Grandfathers of MMOs, continue to exist, there simply isn't going to be a new competitor. Even if a new product does get a foothold in, that'll be more of an anomaly than anything. "Bet on red, not 14," yannow? At the same time, if you cut off that first drug you risk the addict choosing not to get addicted to your new product so you clearly can't do that and risk cutting off all that original money. It's kind of unfortunate, but it really has nothing to do with quality of the new games. Just that the market simply doesn't work for it.
Yeah, that's fair. At least for a very large portion of the population.
But I also think there's a much higher potential to steal new players that hasn't been actualized. In order to get those new people more excited about your game, they need to be having an overall better experience with your game. But that means you're competing against the previous game's endgame content (in general) with your new game's early content (in general).
With every new MMO having the same focus on a vertical progression and endgame system, that's just not going to happen. In most MMOs, you have this "fake" progression until endgame (when everyone starts off roughly equal regardless), and then the real game begins.
If you're going to try and steal players with fun leveling, when they're used to endgame, it won't work. If you're going to try and steal players with a reskinned version of the game they've already put hundreds of hours of effort into, it won't work.
It needs to be something actually new, and actually enjoyable from the get-go. GW2 was sort of like this, before people realized the reality of their "dynamic" events' limited scope. TOR's struggle was always its combat which, while fun, grew dull (ultimately being like every other MMO). Leveling was fun enough, with you always needing to fight groups and actually use strategy. But PVP and PVE stuff was really just like WoW.
Storytelling was great, but if you needed really new combat to care, you were lost.
It's definitely about time the market introduced an actual sandbox game, with horizontal/vertical/diagonal progression, a deep crafting system, and all the other features of a sandbox world. The more dynamic they can make it, the better.
I'm confident that, if a polished game with those features was released, it would be successful.
But I'm also convinced that it would need to be F2P at this point, simply because the market is too saturated with games in general to get people trying it as quickly as you'd need them to. The point is to make your game accessible and then get them hooked.
There is such potential in a cash shop for customization options alone, that it could be super profitable. Things like extra dye slots and unique skins sell super well, in general. But in an actual sandbox world, that could go so much further.