Sorry, but I have to disagree with you on some points, Edoc. I'm no fan of MMORPGs myself, but I think you have some misconceptions about them.
Quote:Original post by Edoc If something cost more and delivers less, why buy it? Heh. |
MMOGs don't deliver less (at least in all ways), they provide something unique that other game types simply can't provide - a real in-game community. It's no longer about just me, since it's about all of us. Many people play MMOs because they enjoy making friends online, taking part in guild activities, and coordinating with others within the framework of the game system. Personally, I've found working with a group of like-minded players in an MMORPG to be some of the most fun times I've ever had playing a game.
At the same time, you're right. This allows them to justify having worse gameplay. If the community's the thing, they don't have to work on providing a good game system.
Quote:Your argument about expenses of MMORPGs doesn't change my main point: MMORPGs are lower quality games... and less affordable than singleplayer. |
You're painting with a broad brush there! Yes, MMORPGs as many of them stand exhibit poor gameplay mechanics. But that isn't a fault of the genre itself. I believe there's a lot of untapped potential in this type of game - but it would require an overhaul of the foundations of how they work.
Affordability is purely based on the choice of the developers and publishers; the fact that it's an MMORPG has no inherent effect on the price you pay to play. It would be like saying all platformers cost less than other games because they're platformers. :P
Quote:Secondly, I don't buy the company expenses excuse. Not to say MMORPG isn't costly but, see how many free MMORPGS are online? The cost to maintain these games are grossly overestimated. The initial and continuous development is the expensive part! |
The majority of costs come from keeping the server and websites alive, paying for bandwidth, staff wages and other operational costs. The bigger the game is, the higher the cost since the operation to run it is larger. There's a big one-off cost in development before release of course, but the aim is to keep the game alive long enough to recoup your costs to some degree. Continuous development is an optional choice they make, so they bring that cost upon themselves.
As for F2P MMOGs, they make their money through microtransactions and investment or sponsorship. It's not like they're actually doing it for free, or even at a low running cost. The only really free MMOGs are private servers, which are run by hobbyists - and then they don't provide anywhere near the immersion (in terms of numbers of active players) and service you get from the real deal.
Quote:GMs don't have to be paid (Many qualified people would volunteer, just for free month subscription) |
Oh boy. So instead of paying wages, we'll just make a loss on your behalf. :) Besides, money talks - if you want reliable GMs in a professional online game, you need to have some control over them. Firing someone is a bigger deal when there's money involved.