Any live service game needs new content coming out regularly to maintain audience interest, let alone grow it. No new content = people get bored and leave = eventually you have no one left to play with. New content coming out regular = you need to retain devs on payroll to produce it. How do you suggest you devs procure that money? Games with high production values like WoW/FF14 can charge monthly subscriptions, and those 3D Chinese gachas and Call of Duty/Fortnite games can charge optional monthly subscriptions/"battle passes". But big companies aren't greenlighting MMOs anymore (unless you are NCsoft greenlighting a Guild Wars 3 which is AFAIK the only MMO on the horizon that will have a bigger budget than dead kickstarter slop), so do you think a smaller game could scrape buy charging a monthly sub? If not, then what are the alternatives? Making people buy a box every year? Making people pay for new features like account wide banks (in which case the devs are incentivized to parcel out features one by one)? Or... loathe am I to say it... cash shops?
anvi wrote: ↑
June 22nd, 2025, 01:52
I ideally wanted it to split into multiple directions. Like, none of them are really "Massive". By 90s standards it was pretty massive, instead of 32 players in a Quake server we got 2000 players on an EQ server. But it was a server farm, and those players weren't all together in the same place, they are spread through a world. It was mostly a group game, playing with 5 other people. The only massive parts were raids which were a shitshow. So I figure there should be some games with huge battles, 100+ and NPCs all fighting in big wars and things. I've seen a few games that look like that, I have zero interest in them though. Call that MMOs.
Then another spinoff which avoids the MMO side and makes just finely tuned group content for groups of 5 or 6 people. And instead of all the MMO ****, you just login to a chatroom like in Command & Conquer or whatever. Talk **** to people while your server is filling up and then the game starts. They could perfect group based RPG combat, how to make it exciting and deep and interesting. Call that group based online RPGs.
Even if you don't have 100+ people all doing the same dungeon together simultaneously, the large player count is necessary for that feeling that you are in a simulation of a virtual world, that there are other agents with free will going around and doing things just like you. Skyrim is immersive but does not feel truly alive like an MMO because you are the only character running off the beaten path, running around shopping before heading out, scoping out places, fighting through dungeons, etc. Every NPC attempt at it feels fake rather than real. And those other players, you can actually talk to those adventurers and maybe work with them... or get shrugged off, or even incur their ire somehow, which again makes the world feel more real than if you were clicking through scripts. Same reason why you need to buy ammo for your gun, or fish food to feed your pet, or stock up on invisibility powders and teleportation scrolls. Is it as fun of a game? No, but does it enhance the feeling of being in a fantasy world? Yes, which is why it is necessary.