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25636: Re: [MUD-Dev] Total Annilation of Downtime

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From: shren <shren@io.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 10 Dec 2002 16:13:13 -0600 (CST)
References: [1]
Organization: Kanga.Nu
On Tue, 10 Dec 2002, Vincent Archer wrote:
> According to Daniel.Harman@barclayscapital.com:
 
>> Playing AC2 really reminded me that it's going to become harder
>> and harder to launch new MMOs given that the old ones keep
>> getting polished and enhanced. Launching a sparse game and
>> planning to pad it out for two years is looking increasingly
>> unviable.

> That's one remark I've seen bandied about. Most of my friends tend
> to play newer games, but they tire of it and go back to EQ.
 
> The reason? Content.
 
> With 4 expansions now, EQ has oodles of content that no new MMORPG
> going out can really compete with. Tons of intricate and
> completely different looking areas. Tens of thousand different
> items. Nearly a hundred different visual models of MOBs (one of my
> friend got tired of DAoC because, at his level, all he was every
> fighting was differently colored werewolves and spiders, which
> looked exactly the same as the spiders and werewolves he had
> fought 10 levels ago in a different zone).
 
> If you want to launch a new game now, you can't get away with the
> idea that you're going to fill your world "later". If you deliver
> too late, the players will have migrated to other games by the
> time the expansion arrives.

People often criticize EQ for it's graphics, yet it also gets
praised for it's diversity.  Does this mean that having more 'mobs'
with less polygons (thus favoring variety over graphical quality) is
a good tactic for preserving players in the long term?


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