Recently, I’ve talked about the issues with defining consumers from fans when it comes to the game market. One of the major examples of not paying heed to this would be MMOs of the last decade. MMOs rose in popularity to dominate the scene, before crashing down in the late 00’s. Looking at the state and growth, the mobile market bears some similarities, and I have a few words of warning for the mobile market. Read more…
Big changes announced on this week’s Game-Wisdom Live. I talked about the restructured Patreon Campaign that is now up. The plan is to have smaller goals that add more content for everyone to enjoy along with new rewards. We also talked about MMO design and our thoughts on the Switch conference.
We’re going big with today’s Critical Thought. Our topic is on the crash of the MMO genre during the 00’s. Several factors led to the market crashing for a lot of developers, and those very same issues could mirror the mobile game market today. We have seen some developers survive in interesting ways, and then an entire change in the design philosophy with F2P. Be sure to watch after my little end of video speech, as I forgot the last topic that had to be added in afterwards.
The MMO genre has always been built on keeping people invested and playing. In the past, this has been in the form of expansions and more and more content. The problem is that there is only so much that can be added in this front, unless you have a dedicated team working round the clock.
For today’s post, I want to look at a new alternative to progression that recent MMO design has been using, and the pros and cons of it.