Deft Beck
Member
Final Fantasy XIV is releasing its second expansion, Stormblood, in June. It's remarkable how the game has progressed since the initial launch of the much-criticized original iteration to a very respectable successor to FFXI.
Guild Wars 2 has been updating steadily, and has proven how an initial buy-in with additional charges only for major expansions, in lieu of a subscription fee, can be a sustainable economic model.
We've also seen a number of other competitors; Elder Scrolls Online faced the challenge of bringing in players from a well-known single player series; Wildstar attempted to pivot towards lapsed WoW players, but even an extensive marketing campaign across multiple media channels failed to create a sustainable player base, thus causing the free-to-play changes.
And then there are multiplayer games such as Rust, Conan: Exiles, and other survival-centric games with large player-bases. They aren't MMORPGs, but they are still multiplayer on a massive scale. And in that regard, their player culture and resulting game economy is markedly different than traditional MMOs.
Now, I wonder how the next generation of MMOs will be structured, marketed, and configured in response to player feedback. I think that the MMO genre has a lot to take from the gatcha and mobile gaming worlds; games which can be played at any time, anywhere, and on almost any mobile device are somewhat opposed to games which mostly require you to be at a stationary device, often with medium to high levels of graphic performance and computational power.
What if there was an MMO which allowed you to take your character with you via some sort of companion app? Perhaps you aren't running around the 3D world, but you'd still be able to accomplish certain goals, such as crafting items, trading resources, or otherwise contributing toward your individual (or group, if you are in a guild) goals. I think that would be a great way of ensuring that players keep engaged with a game goal without tethering them to a computer. It would also open the door to more casual players who use mostly mobile devices.
What do you think is the future of the MMO?
Guild Wars 2 has been updating steadily, and has proven how an initial buy-in with additional charges only for major expansions, in lieu of a subscription fee, can be a sustainable economic model.
We've also seen a number of other competitors; Elder Scrolls Online faced the challenge of bringing in players from a well-known single player series; Wildstar attempted to pivot towards lapsed WoW players, but even an extensive marketing campaign across multiple media channels failed to create a sustainable player base, thus causing the free-to-play changes.
And then there are multiplayer games such as Rust, Conan: Exiles, and other survival-centric games with large player-bases. They aren't MMORPGs, but they are still multiplayer on a massive scale. And in that regard, their player culture and resulting game economy is markedly different than traditional MMOs.
Now, I wonder how the next generation of MMOs will be structured, marketed, and configured in response to player feedback. I think that the MMO genre has a lot to take from the gatcha and mobile gaming worlds; games which can be played at any time, anywhere, and on almost any mobile device are somewhat opposed to games which mostly require you to be at a stationary device, often with medium to high levels of graphic performance and computational power.
What if there was an MMO which allowed you to take your character with you via some sort of companion app? Perhaps you aren't running around the 3D world, but you'd still be able to accomplish certain goals, such as crafting items, trading resources, or otherwise contributing toward your individual (or group, if you are in a guild) goals. I think that would be a great way of ensuring that players keep engaged with a game goal without tethering them to a computer. It would also open the door to more casual players who use mostly mobile devices.
What do you think is the future of the MMO?