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NCsoft going to use more GW type business model?



Intresting post from Richard Garriott

A note to Guild Wars players from Richard Garriott



Recently, I was surprised to see a quote attributed to me describing the Guild Wars episodic sales model as a "failed experiment." Obviously, that is not true. Guild Wars is NCsoft - North America's flagship product in terms of both number of customers and total profit and thus by any measure is a resounding success. I personally am a big fan of the game and an admirer of the ArenaNet team that has taken many risks in creating an innovative product and a successful new business model for MMOs. In fact, the Guild Wars business model has been so successful that we are pursuing more products with this same model.
I always liked what Anet was doing, because there you pay for new content and you know what you are getting when you buy new chapters.

Comments

  • CaesarsGhostCaesarsGhost Member, Newbie CommonPosts: 2,136
    I love GW... and I love the fact I can go back to it anytime without paying a subscription.



    It's a great game and obviously a working concept.

    - CaesarsGhost

    Lead Gameplay and Gameworld Designer for a yet unnamed MMO Title.
    "When people tell me designing a game is easy, I try to get them to design a board game. Most people don't last 5 minutes, the rest rarely last more then a day. The final few realize it's neither fun nor easy."

  • ZebraFinchZebraFinch Member Posts: 27
    great news thx :D
  • Kaynos1972Kaynos1972 Member Posts: 2,316
    Originally posted by CaesarsGhost

    I love GW... and I love the fact I can go back to it anytime without paying a subscription.



    It's a great game and obviously a working concept.

    That's because GW is not a true MMORPG, it's easy to understand.   As soon as you leave a city your a playing a single/team game with static content.

  • cupertinocupertino Member Posts: 1,094
    Its good news, but the problem with the GW model is that you could never make a real epic MMO, like WoW or EQ, all games will be very instanced with low player counts because of bandwidth limits..... but i be very interested in what games do arrive with this model.

    image

  • CaesarsGhostCaesarsGhost Member, Newbie CommonPosts: 2,136
    Originally posted by Aguitha

    Originally posted by CaesarsGhost

    I love GW... and I love the fact I can go back to it anytime without paying a subscription.



    It's a great game and obviously a working concept.

    That's because GW is not a true MMORPG, it's easy to understand.   As soon as you leave a city your a playing a single/team game with static content.

    Here we go again...



    Massive - The Game is definately huge... and has 2 expansions.

    Multiplayer - Want to argue this?  I'm willing to laugh at you.

    Online - Can you play it offline?  No?  It's covered.

    Role

    Playing

    Game



    If instancing means it's not an MMO then there might be half a dozen MMOs on the market in general.  All the end game content for WoW is instanced, since "the game begins at 60 (70 now?)" then does that make it not a true MMORPG?



    It's a MMORPG by every sense of the acronym.



    Is AO a MMORPG?  Cause AO uses 100% instancing technology... you can be in a town and in the same zone as your friend and not see them cause they're in an instance.  Does that make it less of a MMORPG?

    - CaesarsGhost

    Lead Gameplay and Gameworld Designer for a yet unnamed MMO Title.
    "When people tell me designing a game is easy, I try to get them to design a board game. Most people don't last 5 minutes, the rest rarely last more then a day. The final few realize it's neither fun nor easy."

  • GameloadingGameloading Member UncommonPosts: 14,182
    Massively Multiplayer Online Role Playing Game is one defintion, it is not a couple of definitions together.



    When we talk about MMORPG, we mean a Massive amount of people that play in a persistent world, in a roleplaying game. Massively has nothing to do with gamesize.



    Guild Wars is an online roleplaying game with SOME mmorpg elements, as has been confirmed by the developers and even the publisher of the game.
  • KenichiKenichi Member Posts: 109
    Not sure what to think about this. I was always inbetween for the concept never really liking or hating it. It is a good idea but it turns off some people when they see it, for various reasons already stated.



    However, I don't see the problem in creating more games after this model since it did fairly well with certain groups of people. I just hope it never spreads (which I highly doubt it will) and they make all games like this.
  • baffbaff Member Posts: 9,457

    YAY!

    After Guild Wars all the other MMO's have been looking like total rip offs for some time.

     

    More companies should adopt this formula. 

    Guild Wars is cheaper and gets more expansions. It's an all round better deal for the end user. 

  • KnightblastKnightblast Member UncommonPosts: 1,787
    Originally posted by CaesarsGhost



    Massive - The Game is definately huge... and has 2 expansions.

    Multiplayer - Want to argue this?  I'm willing to laugh at you.
    Eh no.  It's not "Massive Multiplayer" but "MassiveLY Multiplayer" , meaning that you come across massive numbers of players at the same time.  GW flunks this because the content outside of the towns (which are really graphical "lobbies") is 100% instanced and therefore not massively multiplayer, regardless of how big that instanced world is.



    GW is a great game, but isn't a true MMO.
  • CleffyIICleffyII Member, Newbie CommonPosts: 3,440
    Guild Wars Business model is very good.  Sell box of fun game that you can pass through in about 2 weeks, then spending some time in PVP before you get bored.  But around that time another Guild Wars comes out.  Its the best scenario in mmos, No Timesinks for player and about the same revenue for the developer.

    image

  • blaamblaam Member Posts: 111
    Originally posted by CaesarsGhost

    Originally posted by Aguitha

    Originally posted by CaesarsGhost

    I love GW... and I love the fact I can go back to it anytime without paying a subscription.



    It's a great game and obviously a working concept.

    That's because GW is not a true MMORPG, it's easy to understand.   As soon as you leave a city your a playing a single/team game with static content.

    Here we go again...



    Massive - The Game is definately huge... and has 2 expansions.

    Multiplayer - Want to argue this?  I'm willing to laugh at you.

    Online - Can you play it offline?  No?  It's covered.

    Role

    Playing

    Game



    If instancing means it's not an MMO then there might be half a dozen MMOs on the market in general.  All the end game content for WoW is instanced, since "the game begins at 60 (70 now?)" then does that make it not a true MMORPG?



    It's a MMORPG by every sense of the acronym.



    Is AO a MMORPG?  Cause AO uses 100% instancing technology... you can be in a town and in the same zone as your friend and not see them cause they're in an instance.  Does that make it less of a MMORPG?



    difference being the instance in AO is only the mission you in, if you go out of the mission without finishing it it s NOT reset.

    GW is not a persisant world you cant meet a player in the same area you are in unless you are in town.

    dont get me wrong i like GW its  a refreshing concept. but as much as i can tell its MMO  not a  MMORPG.

    Anyways, back to the topic. If i m not wrong the arenateam is formed mostly by the diablo team ... and as we all know lot of people have been trying to copy diablo  but so far i havent seen anyone as good as the good old one ;) . GW has not only a new concept but its also amazingly well done and each addon so far had enough of innovations contents to keep people in it (i do still now and then for fun)

  • severiusseverius Member UncommonPosts: 1,516
    Firstly ArenaNet said themselves that it wasn't a traditional mmorpg, which is fine in and of itself.  The game is very solid, enjoyable and what's more, like people have said anyone can drop it and pick it up at any point without having to worry about subscription fees.  Unlike static old mmorpgs Guild Wars allows people to actually have an effect on the environment and the game world.  In Guild Wars you are able to do Epic, Heroic, one-off quests that have a lasting impact and, what's more, it doesn't prevent everyone else from doing them as well.  Is it so bad that people do not have to fight over the spawn of <insertgenericmobnamehere>?  Or, is what is so bad the fact that people can not camp that spawn and prohibit someone else from progressing in the game?



    NCSoft appears to be the ONLY publisher, especially in North America, that is willing to try different formulae.  This is a company that has and does break, and rewrite, the definitions of the mmorpg genre and bring actual innovation to the field.  Good for them.  Too bad other companies are so fixated on churning out the same old stuff over and over again.
  • RattrapRattrap Member, Newbie CommonPosts: 1,599
    I am very excited about that.



    Guild Wars buisness model is excelent, and certanly very benefitial to us gamers. I wouldnt mind even if they throw few comercials to boost their revenues.



    Games like Hellgate London will hopefully follow this way (although they shortly stated that they will have some fea.Which caused huge uproar) ,



    also Dungeon Runners - that i hoped will follow GW marketing strategy. But unfortunately is not

    "Before this battle is over all the world will know that few...stood against many." - King Leonidas

  • LordSlaterLordSlater Member Posts: 2,087
    Originally posted by severius

    Firstly ArenaNet said themselves that it wasn't a traditional mmorpg, which is fine in and of itself.  The game is very solid, enjoyable and what's more, like people have said anyone can drop it and pick it up at any point without having to worry about subscription fees.  Unlike static old mmorpgs Guild Wars allows people to actually have an effect on the environment and the game world.  In Guild Wars you are able to do Epic, Heroic, one-off quests that have a lasting impact and, what's more, it doesn't prevent everyone else from doing them as well.  Is it so bad that people do not have to fight over the spawn of <insertgenericmobnamehere>?  Or, is what is so bad the fact that people can not camp that spawn and prohibit someone else from progressing in the game?



    NCSoft appears to be the ONLY publisher, especially in North America, that is willing to try different formulae.  This is a company that has and does break, and rewrite, the definitions of the mmorpg genre and bring actual innovation to the field.  Good for them.  Too bad other companies are so fixated on churning out the same old stuff over and over again.
    Actually eve is a bit like this too as in trying something new and different from the mainstream.

    image

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