Jackdaddio_sl
shitlord
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Well, even 'mature players' quit games too when they start losing. I don't know anyone who likes to pay montly to be cannonfodder.Why should any MMO developer design their game, whether it be PVP or PVE content, to cater to this crowd? Should they not be focused on satisfying the more mature player?
I'm not saying cater to the criers, I'm saying make a smaller game and cater to those people. There really isn't anything wrong with designing a game to have 200-300k as a PvP centric game that you can grow out from. I'm only speaking on this as a player of games, not as a maker of one though because I understand makers have a totally different dynamic than I do... making lots of dough.
Imo PvP thrives best when it's smallish in scale. Each new PvP game released tries to figure out ways to putmorepeople in it than the games that came before it thinking"Well, if it was fun and tight with a hundred or so, it will be awesome with a thousand!"The problem is it never scales correctly and with larger playerbases you have room for larger mistakes. Once the Ship of Losing starts for casuals, theywillbail. Then it begins to list to a side and it's irreversible regardless of changes afterwards ala Warhammer. The changes made aren't enough because they built the game for those casuals who are leaving, not for those like you who planned on being there through hell and high water.
ESO seems like it wanted to be a combination of WoW and DAoC and that's a recipe for disaster right from the start. You can't design a game for filthy casuals and tourists and stick them in a model that was built upon player loyalty and PvP as the main focus. They didn't need to make a hardcore PvP game with full-looting and hardcore action to do well, they just needed to make an actual PvP game but they chose to make Wonderland instead, which GW2 already did.
These two sentences seem at odds. On one hand you're saying a PvP game needs a large world so no one could ever really hold it, and then saying Darkfall had trouble because the distance wasn't meaningful enough.The only way for it to really work is for the world to be so large no one force can ever really hope to hold it.
Darkfall had trouble both because distance wasn't meaningful enough and because losing was way to large a kick in the balls.
I always though DF had a pretty huge world and since the map didn't have those flashy 'alerts!' that GW2/ESO/Warhammer has, you couldn't tell where some force was attacking. I'm probably misremembering it because I didn't last long in DF and that was at it's launch.