kedaha
2959
I believe (but can’t find evidence atm) that ftp games is like income tax. The mean, median and mode are all very different, and the top few % pay a disproportionate amount of the total income.
Desslock
2960
If you’re going to be so disingenuous in arguing your position, feel free to play this debate by yourself. If you somehow translate paying a couple of beer/month for a service that you’re enjoying for even a few hours into a requirement to pay $180 for nothing, then what’s the point in continuing? Sensible people also don’t believe you need to play 5/hours a night or 150 hours a month in order to get a few dollars of value out of a game, as you previously suggested.
I’ll leave it at this, which I think is a fairer summary: you think $15/month is too much to pay for an experience that you’re unsure you’ll play enough to personally feel you got fair value. I prefer that option to the intrusion, artificiality, design compromises and focus on extorting larger amounts of money out of whales (whom we both agree do not represent the average player). You prefer the FtP option because you don’t acknowledge the design compromises of FtP and/or they don’t affect your enjoyment, and you’re sensible enough to limit your expenditures to something you feel offers appropriate value, even if other players are less able to do so.
peterb
2962
The way LoTRo deals with this is by having their “VIP mode”, which is, basically, a subscription model, and then the FtP mode for those who don’t want to pay a subscription. Seems to me that’s the best of both worlds.
I’m not trying to criticize the way you enjoy the game - if you’re happy with your subscription, that’s great! - but rather just to counter Desslock’s strident argument that there is One True Revenue Model.
Desslock
2963
Please stop manufacturing statements and attributing them to me.
Which is particularly ironic, since you’re the only one who declared one revenue model to be “a failure.”
rei
2964
Guess I don’t have to play it anymore since the director is no longer with the company.
KevinC
2966
Rei’s director, not ESO’s director.
Redfive
2969
Let’s hope your next director doesn’t like SWTOR.
Daagar
2970
I think there is some psychological effect going on here, as I still struggle with not playing WoW some certain amount per week to ‘ensure I’m getting my money’s worth’. It is similar to going to an All You Can Eat buffet or somesuch, where you are inclined to eat more than normal to justify it - yet, you’d probably pay the same amount elsewhere for a normal portioned meal without batting an eye. I don’t understand why only some things trigger this behavior though. Cable TV, for example, doesn’t (as frequently) seem to cause people to watch with quite the same reasoning. Granted, I’m generalizing and maybe this is all just me. Yay anecdotal evidence.
Aszurom
2971
Does this game still do that obnoxious instancing of zones based on quest progression that makes party members turn invisible when crossing an invisible threshold on the road to town? That’s why I ragequit it after about 5 days.
rei
2972
Yeah. You briefly sometimes see the NPCs of the default/lowest quest progression level appear then disappear as you come closer. Also it’s a super bitch to actually help other people if you’ve done a quest phase already. You can never again help them in their quest phase and are kept apart by being invisible to each other.
WoW, for a while, basically became an extended “Facebook for like-minded gamers” – since the high of socializing, chatting with your regular guild/friends/alliance faction celebrities. You easily got your money’s worth. It’s the pull of a popular MMO where all your friends are playing it. It’s quite “sticky” for that reason.
Aszurom
2973
WoW has replaced IRC, essentially. :-)
These types of level restrictions are so antediluvian. Why, it’s almost as if Cryptic had never invented (or at least made well-known) sidekicking/mentoring in an MMO.
With TESO, much as I enjoyed it as a single player game for a month or so, it constantly amazed me how, as with just about every recent MMO, every effort seemed to have been made to prevent people from playing with each other. In a goddamn MMORPG.
And people wonder why the genre is dying.
Older MMOs were always just glorified chatboxes for a lot of players. And that was no bad thing.
Heh, in EQ you had so much downtime, between meditating for mana, waiting for spawns, or waiting to make up your group composition, that you had little choice but to chat. A lot.
In CoH in its heyday (it was a pretty big hit at launch, and still a decently big success for a couple of years after), before the devs introduced loads of insta-travel thingies, it still took a bit of time for a team to assemble (everyone had travel superpowers like flight or teleport or whatever, but it still took a bit of time to cross a few zones), maybe up to 10 minutes or so, and chatting and emoting were an integral part of the fun of waiting for the team to assemble at the mission entrance.
le sigh, happy days.
kedaha
2978
WoW before they added new FPs, made some more direct and allowed for multi-part journies had a lot of travelling downtime.
That I enjoyed. It made the world feel…like a world.
Also, all that assembly chat was useful in terms of getting the measure of your PUG-mates - who was a newbie and might need instruction, who was a dickwad, who was a rock, who was nutso but obviously knew his stuff, etc. Which made for more effective teams than just a total bunch of strangers being plonked into a dungeon by an automated dungeon finder, and hustling through the mission in grim silence, only to find too late that the dickwad was a dickwad, the newbie a newbie, etc.