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Re: This is how MMORPGs die

I must admit, I only skimmed the article, I'm just not in the mood of looking at graphs and trying to plot peoples play time vs thier skill level vs thier level per time increment. Honestly, I don't see MMO's as mathematical equations, I guess I just don't have what it takes to run the financial/business/producer side of things. But I will tell you this, the last 2 paragraphs are spot on. I've quit WoW, over 9 months ago, after co-leading a very succesful raiding guild, 1 of the top Horde guilds on Kel'Thuzad. We started it from scratch, after a few failed guilds rejects basicly banded together. It grew, became a powerhouse. Those where the days. Sadly, I quit because I too, realised that WOW has no end game. Theres plenty to loot/collect, alot more content on the way to do just that, but does it bring anyone together? Not in the slightest. It creates an artificial greed, one that most people that I have played with in other MMO's do not exhibit FOR THE MAJORITY OF THIER PLAYING TIME. Making capped 40 man instances, forced some old and large guilds to physicly split over petty bickering, made other, smaller and tight knit teams HAVE to band with people they most probably didn't like or know JUST to compete. This is not community, this is not friendship, this is capitalism and greed at its worst. Ok maybe not capitalism, but it sure as hell ain't free trade. Everyone wants something ALL THE TIME and that something, for the majority of everyones playing time is Loot. Your WoW PvP analysis is spot on also, the whole Honor system is a failure, the rankings will be a failure, how could Blizzard so screw up "instanced" pvp zones, when a game like DAOC has made them ALMOST flawlessly. Jeez, they really need to learn WHO to copy off.

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