I've spent more time than I should trying to figure out why SE makes the decisions it does (Features ignored, added and when) , and I think I finally understand why. We're not seen as people in an MMO - we're guests in a theme park with set opening hours.
Think about recent decisions:
The Account ID system implementation
Releasing a raid on Christmas Eve yet ready a week before
Lack of content that can actually be done as friends or FC
The sparse content at the start of what was marketed as the 'most packed expansion'
Compare this to other online games.
Warframe and Path of Exile constantly evolve (Given they get their income via store they have to retain) but also keep a good relationship with their players.
EVE Online thrives on deep player engagement
Other MMOs actively work to keep players engaged and invested
Instead, what do we get?
'We don't have the money'
'It's too much work'
'We want you to play other games'
However, they've built systems like housing and beautiful cities that are designed for players to stay and engage, yet they are resistant to any feedback about improving how we actually interact in these spaces.
The 'we want you to play other games' philosophy might work for a singleplayer game, but an MMORPG is supposed to be about a community, another world. Instead, they rely on housing timers, social connections, and FOMO to maintain subscriptions rather than innovating or changing what gets begged for years, just ignoring what they don't want to hear.
Do you think that there is any redemption arc to be had here?
Continue reading...
Think about recent decisions:
The Account ID system implementation
Releasing a raid on Christmas Eve yet ready a week before
Lack of content that can actually be done as friends or FC
The sparse content at the start of what was marketed as the 'most packed expansion'
Compare this to other online games.
Warframe and Path of Exile constantly evolve (Given they get their income via store they have to retain) but also keep a good relationship with their players.
EVE Online thrives on deep player engagement
Other MMOs actively work to keep players engaged and invested
Instead, what do we get?
'We don't have the money'
'It's too much work'
'We want you to play other games'
However, they've built systems like housing and beautiful cities that are designed for players to stay and engage, yet they are resistant to any feedback about improving how we actually interact in these spaces.
The 'we want you to play other games' philosophy might work for a singleplayer game, but an MMORPG is supposed to be about a community, another world. Instead, they rely on housing timers, social connections, and FOMO to maintain subscriptions rather than innovating or changing what gets begged for years, just ignoring what they don't want to hear.
Do you think that there is any redemption arc to be had here?
Continue reading...