Therumancer said:
For the record SWToR was not terrible, and was quite well received by the users. The problem was of course the usual one of game developers not realizing that to maintain subscriptions you need to put a ton of time consuming content at the end of the game (like large raids) so people will be able to keep improving their characters and have something to work towards.
You just spent ages telling us all about the ways it was terrible. Saves me the trouble.
It might have been alright as KotOR 3 (which, let's face it, is what people actually
wanted), albeit a version of KotOR 3 where you occasionally see people called things like XxArsebiscuit419xX running around on your planets doing the same quests as you, but at anything related to being
multiplayer, let alone massive (I remember the immense brouhaha about how utterly broken the main PvP was, allowing one side to freely farm the other all day forever) it was utter shite.
I think, though, that they were misguided in their very conception of the game. The structure and mechanics of WoW, action bars and click-and-wait autoattacks, are a relic of the internet infrastructure as it existed when WoW was new and people were still playing it on dialup, and all the synchronisation issues that entails. You can't make a game that works
mechanically like WoW and expect to pull a new audience.
And the WoW feedback loop of quest->level->raid is pretty much sewn up
by WoW. People who find that compelling are pretty much all playing WoW already, and since they're
all playing WoW it's where their guildmates are and where they've got an existing social network to keep them engaged (which is one of the reasons WoW has the inertia it does). So even if a small section of the market jump ship to the latest WoW clone (Warhammer Online, Age of Conan, ST Online, LOTRO, D&D Online, SWtoR whatevs) they'll all go back to where they've got their high level raiding character and guild that keeps them far more engaged than the actual content ever will. So you can't expect to make a game that works like WoW's metagame and expect to pull and retain WoW's audience.
The hilarity of it all is that whilst the major publishers were all desperately trying to clone WoW and charge $14.99 a month for an inferior copy of the same mechanics and metagame, envious of it's 15 million subscribers, a couple of other companies have come along and
exploded those figures. Riot's League of Legends has 35 million registered accounts, at least 12 million of them are active at least once a week, 4 million once a day. Their recent championship event had eight million viewers on youtube. World of Tanks has 40 million registered accounts, peak server population daily is about 750,000-800,000 (mostly in Russia, where peak population is half a million, that's half a million people on at once
every day at peak times. The EU server hits 110,000-130,000 at peak, and that's every day. And that's not the number of unique accounts that play every day, it's the number of people that are logged on all at once at peak time.
In terms of active users these new online multiplayer games are
shitting all over WoW, and since they have such high populations they don't have to monetise each player quite so much in order to make bank on them. The few drips and drops of riot points or gold people buy on impulse are more than enough to replace and even exceed what the same game could get with a subscription. WoW (and Eve, but that's even more insular and specialist) is the last of the dinosaurs when it comes to the current mechanics, metagame feedback loop, and business model of MMOs. Trying to bring out a new dinosaur, but this time with lightsabres clutched in its tiny ineffectual little arms, was always destined to be terrible.