Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Biggest MMORPG flops/failures?

1235»

Comments

  • sdeleon515sdeleon515 Member UncommonPosts: 151

    Originally posted by teakbois

    Originally posted by Miffy

    SWG didn't die because of the Pre CU system.

     

    It died because;

    - Required a monster rig for the time

    - Too many bugs

    - No content

    - Didn't feel like Star Wars

     

    Pre CU was spot on but instead of adding content, fixing bugs and adding Star Wars. They decided to do nothing but add bugs, add poor content and then screw over the player base. 

    People got fed up and left the game way before the NGE, which was just the final nail in the coffin. 

     

    Well the other problem was the ridiculous imbalance the game had. There were a couple of god like classes which rendered the rest of the dps classes insignificant. The whole hologrind thing was a major issue too.

     

    The class system looks great on paper and was fun to play around with, however they couldnt develop the game around it at all. If SoE really wants to make big waves in the MMO world take that sandbox system and figure out how to build a rich game around it. Sandbox will always be 'niche', but if they accept that they likely wont get more than 500k subs and dont try to then it might just work.

    I'd have to say Eve-online took that sandbox system and showed with time how to develop it into its current state. Fallen Earth is small, beginning title that seems to fit that bill as well. I think the concern for companies when it comes to sandbox is getting over the perception that sandbox mmo's tend to imply "grind" or "effort" and for some players, preferences for fast leveling and access to endgame content more easily tend to have them look away. And yes I am addressing the average, perceived mentality of the WoW user but given WoW's subscriber base. I can see why developers would prefer one system over another. No I don't like it but I'm not blind to the reality of the situation either.

  • KanethKaneth Member RarePosts: 2,286

    I'd have to say WAR hands down. They had the hype machine going hard. Each Podcast teased us and teased us, and all of these pictures and stuff they had to "edit" out, most likely were edited cause there was really nothing to show. They completely water down the crafting system and MJ makes a podcast to explain how this is a good thing.

    They had a group of people foaming at the mouth for something akin to DAoC 2 set to Warhammer, and produced a whole lot of nothing. It boggles the mind how they completely missed the mark.

    It goes to show that DAoC was most likely a fluke that was born of Mythic's ineptitude.

  • teakboisteakbois Member Posts: 2,154

    Originally posted by sdeleon515

    I'd have to say Eve-online took that sandbox system and showed with time how to develop it into its current state. Fallen Earth is small, beginning title that seems to fit that bill as well. I think the concern for companies when it comes to sandbox is getting over the perception that sandbox mmo's tend to imply "grind" or "effort" and for some players, preferences for fast leveling and access to endgame content more easily tend to have them look away. And yes I am addressing the average, perceived mentality of the WoW user but given WoW's subscriber base. I can see why developers would prefer one system over another. No I don't like it but I'm not blind to the reality of the situation either.

    Well SWG did very little to reduce that 'grind' perception.  It didnt help that there just wasnt a lot of content in SWG.  Yes, there were a lot of places to explore, but nothing meaningful to do in those places.  What people want most is content, and tis easier to develop content in a level based system.

     

     

    The EQ2/WoW model problem isnt the level system imo, its the quest system.  The storytelling is nice, but you always have something someone else wants you to do.  EQ1 gave you this huge open world with rich lore, but didnt tell you what to do with it.  You made that choice.  But the zone and dungeon design as top notch.  Norrath really felt like its own world.  I consider EQ1 as almost a hybrid between the 'sandbox' people clamor for and the eq2/wow theme park setup.

     

     

    But EVE has demonstarted EXACTLY how to be outside the box and still be considered successful.  If you want to be different, you have to aim small.  Just like EQ1.  Verant wasnt designing EQ1 to be running for 11 years.  They were taking a chance on something, hoping for some moderate success for a few years.  But word of mouth for both games turned them into the success they are considered today.

     

     

    Successful AAA titles form here on out will likely all follow the wow model to an extent.  Also expect most, if not all, of them to have some micro transaction element.  The ones that try to both be a AAA title and break the mold too heavily will likely suffer due to the expenses of being a AAA title not being a good match with the patience required to letting something develop.  The people wanting these innovative, risk taking games are really a smaller group than forums would have you believe.  However once you establish stability then more and more people will be willing to do something different and you can grow and grow.

  • ScottcScottc Member Posts: 680

    I'd consider WoW to be an MMO failure in terms of the design of the game.  It doesn't match what an MMORPG is supposed to be at all.  Instanced combat arenas belong in multiplayer games, not massively multiplayer ones.

  • severiusseverius Member UncommonPosts: 1,516

    Vanguard is the biggest one followed along by the likes of Tabula Rasa, SWG(NGE), Dark and Light, and a whole slew of ones that I cannot even remember the names of.

Sign In or Register to comment.