Failure isn't punished, big success is rewarded ... moderate success gets you nowhere.Omnicrom said:What is your measure of success CEO of Take-Two that is not "Consistent player base and good profits"?
Failure isn't punished, big success is rewarded ... moderate success gets you nowhere.Omnicrom said:What is your measure of success CEO of Take-Two that is not "Consistent player base and good profits"?
Pretty much. I mean have you seen Ragnarok 2 Online? Or any of the other Asian knock off MMOs? I think they have a higher tolerance for mediocre / derivative MMOs over there, and to CEOs that makes that part of the world an easy target.Croquemitaine said:What he's basically saying is: Developing a successful MMO in North America takes time, money, creativity, and no small amount of risk. Meanwhile, we can go to Asia, slap together a derivative grindfest from a generic MMO template, and make good margins off a tiny investment.
Also this. I just said these from memory. They most certainly weren't all failures since of those, only City of Heroes and Villains were shut down (and those are from Korea, not America). And of those subscription based titles that were in the redzone? All turned to F2P and enjoyed a return to profitability.cidbahamut said:What, no love for FFXI? It wasn't huge, but it was impossible to kill that damn game and it's still kicking over a decade later.
I still think it's that first letter - As it currently refers that the game needs a very large playerbase to achieve this genre's goals, the result is that it creates way too much expectation on any new game of this genre. When companies stop treating "massive" as referring to the number of players, and instead something like how big the world is or how much content is given, maybe they'll realize that MMOs might actually be more profitable by being prepared for a much smaller playerbase, maybe even leverage costs by giving some powers players such as allowing private servers, leading to an elongation the game's existence and a stronger community that's willing to respect you and others.DVS BSTrD said:It's not that MMOs don't "work" here, it's that there are already too many of them.
I had the exact same thought, I used to play with plenty of Americans 4-5 years ago and there still seemed plenty on there when i went back last month so they aren't doing too bad considering they released another expansion pack for it last month (even though we were told back when the last expansion was released that there wouldn't be another one).cidbahamut said:What, no love for FFXI? It wasn't huge, but it was impossible to kill that damn game and it's still kicking over a decade later.
Also what the other guy said. There's just a huge glut of them on the market which ends up splintering the potential market base. Plus a lot of them are terrible.
Overarching progression, F2P transactions, raids, grinding... it's like Borderlands -- it's an MMO that thinks it's a singleplayer game. Except in this case, outside of that awful new mod system they added, it's more interesting for me than doing accounting (can't say the same for Borderlands).Kyrdra said:Wait Warframe counts as MMO? It is a shooter with an addition chat option but I woudnt call it MMO in the same way I dont call Battleforge MMOParakeettheprawn said:Exactly. When you've already got niche MMOs that found certain audiences (like DDO, Warframe, Vindictus, etc.), even smaller target audiences are unlikely.DVS BSTrD said:It's not that MMOs don't "work" here, it's that there are already too many of them.
It's not an MMO unless there's a massive amount of people playing at the same time. Warframe, Borderlands, and Vindictus are all room based (though Vindictus is like the first Guild Wars in that there's a hub to hang out in inbetween missions) - you play with a small handful of people (I forget that actual numbers) at any one time. If you consider them as MMOs, then Diablo, LoL, even modern day CoD and Halo Reach and 4 would be MMOs.Parakeettheprawn said:Overarching progression, F2P transactions, raids, grinding... it's like Borderlands -- it's an MMO that thinks it's a singleplayer game. Except in this case, outside of that awful new mod system they added, it's more interesting for me than doing accounting (can't say the same for Borderlands).Kyrdra said:Wait Warframe counts as MMO? It is a shooter with an addition chat option but I woudnt call it MMO in the same way I dont call Battleforge MMOParakeettheprawn said:Exactly. When you've already got niche MMOs that found certain audiences (like DDO, Warframe, Vindictus, etc.), even smaller target audiences are unlikely.DVS BSTrD said:It's not that MMOs don't "work" here, it's that there are already too many of them.
I'm not sure about the South Koreans but yes, the Chinese do care. I'm not sure how much now but when Yao Ming was playing there was a pretty big push towards the NBA entering the Asian areas and it seems to have worked pretty well.MorganL4 said:Do the Chinese and South Koreans give a damn about the NBA? I honestly don't know, but I have never heard of basketball being that big over there.
That's the thing though, it's not okay to do okay sometimes (in the eyes of big publishers). You have to be on top, at all times. Or at the very least, on par with the competition. And its that mentality that is going to sink gaming.Catrixa said:This whole all-or-nothing attitude is getting really, really tiresome. There are a lot of great MMO's out there that have been around since forever that aren't WoW or EverQuest. No, they didn't beat WoW/EverQuest, but they still make money and are fun (or are EVE, which transcends fun). Why do they have to beat WoW? Why does every shooter have to make more money than Call of Duty? I get that MMO's are expensive and need to be somewhat successful, but does it have to topple the absolute top of the market Every. Single. Time? Can't there be moderately successful MMO's with modest budgets that have a niche playerbase? Seriously, it's OK to do OK sometimes...