Does the closing of Everquest Next reflect on the general appeal of Sandbox MMOs?
Most Sandbox MMOs over the years tend to do worst than their counterparts.
EQN was the chance for AAA quality backing to a Western Sandbox MMO, yet the developers pulled back because they said they couldnt make it fun.
To me, this seem to be a major reflection of the Sandbox MMO subgenre as a whole, which could be why so many of them flop.
But whats your thoughts on this?
Philosophy of MMO Game Design
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I self identify as a monkey.
I think it's more of a studios realize big budget mmorpg isn't profitable.
With that said it might make it harder for small to medium studios to try and do anything outside the set frame of the MMO market today. Investors might be less inclined to bet money on a untested idea. (unless it is VR... that thing is bubbling as heck right now)
This have been a good conversation
Yea, I am not going to but I still hope one day we get something.
Most of the modern players, and thats not hearsay, just look at the popularity of casual games, dont have time or motivation on their hands to wade through hours of unimaginative grinding system A to access system B.
Although it can be done, you can deliver a complex game with complex mechanics and make them accessible and fun for level 1's with 30 mins playtime per day. But I'll tell you a secret, EVE online is NOT the blueprint to work with here... EVE is usually taken as THE sandbox, and what WoW does for themepark, EVE does for the sandbox.
A sandbox does not have to be FFA PvP, it does not have to be free economy, free production, it doesn't HAVE to be "the wild west from rags to riches". A sandbox _could_ be instanced, it _could_ be PvE only while still featuring 90% player generated content. Think Neverwinter Nights player created dungeons.
All this could appeal to casual PvE players while still moving away from WoWs idea of geargrind-level-dungeon-pvp...
Well, it would be a financial risk nonetheless... you know...
M
― Terry Pratchett, Making Money
CN want mobile games that earn maximum money for minimal development costs. No MMO can ever claim to fit that profile.
― Terry Pratchett, Making Money
The fact that no real players were interested in buying the division spoke volumes. Which is precisely why SOE dumped it. Now you have a no-name company that owns the division that has no real products of their own and their so-called biggest ticket item was nothing more than vaporware all along.
The other resons are bad business and design decisions, such as the releasing EqNext Landmark, such as choosing a cartoon character style and thereby alienating eq fans, such as overthinking the dynamic world concept instead of producing a smaller working one, such as technically failing in making their special voxel engine handle the detail needed in a modern aaa mmorpg.
Maybe it would have been too much to recover from and fix, shrug.
But the main thing is, the idea was the most inventive and progressive one seen in 15 years, and if they could have pulled it off, it would have been a true next gen sandbox mmorpg. The sad part is that it were the only counterweight to the pvp centric wave of sandboxes that are (in my opinion) hugely over rating the amount of players who are interested in a pvp carried game. There are still a huge segment of players whose main interest is pve, who are tiered of railroaded story driven themeparks, ready to jump on a game that can offer something interesting. That is why EqNext was on top of the hype meter for a long time, raising hopes in these players - Now these players have only unfulfilling themeparks to play or be the content for pvp players till they grow bored of that... And there is really no games in the horizon that looks to be targeting these players.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
Logic, my dear, merely enables one to be wrong with great authority.