In a new blog post on the Arena.Net Guild Wars 2 site, Colin Johanson takes a look at the notion of what makes an MMO successful. The post discusses the merits of subscription and non-subscription revenue models and how those are large determining factors in what is considered "successful". He's got a unique take on the subject.
If we chose fun as our main metric for tracking success, can we flip the core paradigm and make design decisions based on what we’d like to play as game players? Can we focus our time on making meaningful and impactful content, rather than filler content meant to draw out the experience? Can we make something so much fun you might want to play it multiple times because it’s fun, rather than making you do it because the game says you have to? It’s how we played games while growing up. I can’t tell you how many times I played Quest for Glory; the game didn’t give me 25 daily quests I needed to log in and do—I played it multiple times because it was fun!
So if your key metric for success of your game is fun, how do you make content that fits that goal, and how do you know if you’re succeeding?
Read more on the Guild Wars 2 blog.