I'm looking for someone to support their 'the EQ model is ineffective for retaining large amounts of subscribers' assertions. Give some kind of data, in the form of comparable launch/failures, or something else.
You don't need data. To be clear, we are talking about the Everquest model before it started implementing ideas from DAOC, FFXI, WoW and other MMO's.
Everquest and UO were some of the first major players in town, and Everquest in particular fostered player loyalty from the sheer level of pain it inflicted on you while getting your character to where he/she was. You worked your ass off to get where you were and invested massive amounts of time. Lest we forget:
- double death penalties (loss of XP and the corpse run)
- Massive time sinks (guild wide encounter keying, epic quests, bane weapons, etc.)
- Unforgiving encounters requiring 50+ players,
- Seven day mob spawn timers
- Spawn camps for prime XP grind spots
- Extremely limited fast travel options
- No in game map (want know if your running North? Better level that compass skill)
- No auction house (for a long while)
- No real quest system
- Hellacious XP grinds
The expansion model in EQ is one thing that I think todays games should consider. What I mean is that in EQ, an Expansion was mostly end game continuation, with very little geared towards lower level characters. This preserved content, and served to increase the size of the world, rather than render nearly all of the old content obsolete. Granted, this changed over time. Launch to Kunark to Velious had a very nice progressive feel to it. Over time however, it was inevitable that some zones empty out.
WoW released and the strength of the IP sucked the floundering remnants of The Omens-of-war-battered EQ community right to its shiny new doors.
You do a great disservice to the WoW team by making this assumption. There were many good titles that came out during that era, and none managed to hold sway over the disgruntled Everquest players, and don't think for a second it wasn't because players weren't trying them. Everything from FFXI to Dark Age of Camelot...
The pedigree of Blizzard was very strong, but it was so evident that it was made with a lot of passion by people who loved the MMO genre but wanted something better. WoW at launch was amazing in every way, but its also very different to what WoW is today, some ways better, some worse. When WoW was released, it was incredible. The UI redefined modern MMO UI's and became the gold standard for how players should interact with their game. No game before WoW had such a rich questing system. Travel was near perfect, with limited fast travel that came with a cost but retained the size of the world. Dungeons were huge, and the encounters were engaging. It was an achievement that stood on its own two legs and needed no help from either the IP or the company name behind it.