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Mon Macutay (GM Tristan), Marketing Manager for Level Up Philippines, on online games, MMORPGs, Gamer Babes, Level Up and Infotech. News, reviews and more!

Author: gmtristan

The Shelf-Life of an MMORPG

Posted by gmtristan Thursday December 6 2007 at 2:31AM
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Unless some individuals or developer studios come up with something original and innovative for the MMORPG industry, the average lifecycle or expectancy of a typical MMORPG will be from 2 to 4 years.

Of course, there will be blockbuster titles like World of Warcraft which can outlive this normal shelf ife but those will be rare.

What are the factors that contribute to a longer or shorter game-life?

This post will attempt to answer that question, and more.


Hexxeity writes:

To lengthen the lifespan significantly, all you have to do is avoid the endgame mentality.  Make the WHOLE game worth playing, and make the high-level content no different from the rest.  Make it easy for new and veteran players to adventure together.  Make the game alt-friendly.  Better yet, get rid of the level-up model.

Thu Dec 06 2007 12:14PM Report
graill writes:

till money no longer drives mmo's and passion and massive dev interaction (ingame to spice things up not influence) happens daily mmo's will always have a niche spot or become aol's (wow for example). right now money drive the industry, not passion, not the drive to make things unique, but sadly a business model and suits that direct and handcuff what devs might do.

imagine if the mmo community had bill gates giving a set of passionate devs cart blanc on an mmo, and one of the stipulations was to make on the fly (tech alowing) changes daily, constantly affecting the players gaming experiance (again, for the players).................wha?! sorry, dozed off for a sec.  :)

Thu Dec 06 2007 3:20PM Report
Jamkull writes:

yeah it was funny back in '99 how there weren't a lot of mmos out and EQ was king.  although I have never liked that game a lot did.  I'm one of few 250k that played Asheron's Call in it's hayday. 

But it is funny how each game since then has followed an EQ-esque sort of path.  then after WoW everything is trying to copy that, which of course WoW copied off of other games before it.  but Blizzard has smart devs and was able to really pin point the things that work vise the stuff that don't.  And it was an actual fun experience because it didn't cater to forced group play imo.  Sometimes i just don't want to be forced to play with people just to have a good time.  Final Fantasy XI is the worlds worst example of forced group play.  I love the series, but when having to wait around for 2+ hours at higher levels for a group isn't my idea of a good time.  

wished it was done more like Guild wars is.  Where you have henchmen and instanced areas, the cut scenes are amazing in both guild wars and FFXI.  I like that aspect about new and upcoming mmos.  I'm starting to see more of that. 

think they are a bit off tho on the 2 to 4 yr mark.  because i've seen some that would be considered real duds that became something worthwhile overtime.  ie. Anarchy Online.  So unless you are a blooming idiot most games can strive for a good 5 years +.  even after all the debacle with SWG they are still thriving.  although barely but still there.  look at horizons... lots of not quite as popular but sticking kicking titles. 

there has only been one outright scam so far, can't remember the name of it but it was some guy out of the ukrane or somesuch that was hyping up a game that only he was working on and everything wasn't working out right with the game.  it was a big debacle on here.  that was crazy...

and the first game i've ever seen shut down was Asheron's Call 2. 

Even one game called "The Realm" made back in '95 produced by Sierra Online is still around.  Althrough owned and operated by someone else now.  that is probably my first MMO i played when it came out. 

but anyway.. i'm done rambling :P the crazy memories...

Fri Dec 07 2007 3:40AM Report writes:
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