BloatedGuppy said:
To try something mechanically different? To see new lore? Experience new challenges? Play in newer, better engines? I really enjoyed WoW, but I don't load up every new game and think "Gosh, I hope they did everything WoW did!". I mean, there hasn't really been a new CRPG as good as Planescape Torment in many years. Maybe I shouldn't buy any new CRPGs! I should just play Torment over and over and over!
Trouble is, other than setting and lore, most new MMOs actually
don't offer any of those things.
However, if our standard for new MMOs is going to be "everything WoW has and then some, but in a state of the art engine with all the modern MMO conveniences or GTFO", then the genre is finished, and we'll never see another game.
Actually, I'd argue that the genre
is finished for the time being. Until someone comes along and completely reinvents the way we look at the MMORPG as a concept we'll see no big new thing. DC Universe Online is a step in the right direction, it has direct player control rather than autocombat, so the actual minute to minute gameplay is more engaging, but it still has the same skinner box of looking for the man with the floating exclamation mark, beating up the requisite number of wolves, and then returning to him for XP.
Ironically, I think the next step forward is going to be a step back, to player driven content as used to exist in Ultima Online (and ironically Star Wars Galaxies) as designers and publishers gaze longingly at Minecraft. The only big MMO still doing that though is Eve, and Eve is about as newbie friendly as grizzly wrestling, so its player base is pretty much stuck.
That might have been true 5 years ago. Most of the newer games have FTP or BTP baked right into them. Subscriptions are actually becoming somewhat archaic.
The big name ones generally don't. They launch with subs, fail, and go F2P. ToR, Age of Conan, Star Trek Online, D&D Online, Lord of the Rings Online. Sure, there are smaller titles that
do start out F2P, but mostly the big WoW clones are not they. Mostly it's different
types of massively multiplayer games, like League of Legends and World of Tanks.
That's true, but that has nothing to do with FTP as a concept, and everything to do with EA's fundamental misread of the market. That said, I'm willing to bet it's still successful. According to Riot, 90% of FTP profits come from 5% of the player base. Do I think this is an optimal FTP model? Certainly not. Do I think it'll be profitable anyway? I certainly do.
On the other hand, 5% of Riot's playerbase is still more than ToR's subscriber base

and that works for Riot because their F2P model is pretty good, they have a good rotation of free champions which are generally considered good well balanced ones (ToR would probably lock you to the ones everyone hated) and there's nothing you pay for that you can't earn other than customisation. (Likewise, Wargaming.net are fiddling with the premium features of World of Tanks to reduce the accusation of pay to win, premium ammo is now buyable with credits).