Gaming moving in the right direction (mine)

June 4, 2013

Remember when certain people would argue that World of Tanks is not pay-to-win? That gold ammo can’t aim for you and gold tanks aren’t even that great and blablabla? They look a bit silly now that the company behind the game just admitted they had a P2W game. Woops.

Being right aside, I’m happy about this. Not because I care about WoT itself, but because I’d much rather see the Riot/LoL model of selling quality fluff win over selling power. LoL doing it and being the most popular game out right now was big for that, and now Wargaming saying they are following suit further drives the point home.

Not that this will help so many of the fledgling F2P MMOs, because the key to selling fluff and making money off it is it has to be quality. If most of the LoL skins looked like the typical garbage you see in F2P MMO shops, Riot would be doing as well as Turbine or EAWare, rather than dominating the industry.


What 2012 was, and what 2013 will be

December 26, 2012

The good for me in 2012 was more of the same (EVE, LoL), while the bad was highlighted by disappointment (GW2) and delay (DF:UW). The MMO genre as a whole continued to struggle with its identity, from massive failures like SW:TOR to mis-marketed ones like The Secret World. WoW’s bleeding continued, although with fuzzy math thanks to Diablo 3, and MoP has fully transitioned the game from vanilla to… whatever it is now. F2P continued its comedy laugh track, be it from the reigning champ, wings factory SOE, to uppity newcomers such as Hotbar EAWare and pony-fun-time Turbine. So what will 2013 bring?

Well, more wings from SOE of course, thought how that will work in Planetside I’m curious to see.

Snark temporarily aside, I do believe 2013 will be the year the MMO genre figures itself out, and a clear distinction is made between games that are ‘real’ MMOs, and titles with MMO-lite qualities that we consume.

It’s funny that in 1997, when UO was releases, it was understood that this was a title you experienced, and the locations and creatures were tools to further whatever you happen to be doing. The ‘end’ was what you made it, and the only sure sign of a ‘game over’ screen was when you moved on. Then came EQ1 and AC1, and while both titles had a beginning and end, the content was such that few if any ever reached it, and again the ‘game over’ screen only came when you decided it was time.

In 2004, WoW was a refined EQ1, and while the path to the ‘end’ was shorter and yes, more accessible, it was still long enough that most did not see it, and the formula still worked. You certainly could see the ‘end’, but it was always just beyond your reach, and the journey was of such quality that even at a very slow pace, you were happy to keep playing/paying.

Fast forward to more recent times and titles like SW:TOR, where not only do you know the ‘end’ from day one, the game is designed such that you see it shortly. Distractions may exists after you consume the main course, but they have little if anything to do with the reason you showed up in the first place, and those distractions are poor-at-best in quality. SW:TOR biggest crime was not its massive budget blown on voice dialog, or its second-rate engine, or even the fact that it’s from EA; it was the expectation that millions would still be around and paying for months AFTER having completed the game.

At least Anet realized this with GW2, and planned around selling just the box to most, and some gems to the diehards. The game still falls into the “play and finish” trap of too many recent so-called MMOs, but at least the here the problem is mainly in how the PR department marketed the game rather than what the devs and bean-counters expected.

Which brings me back to the main topic. I believe in 2013 we will see MMOs that succeed because they are MMOs, and they do contain the months and years of content that an MMO needs. These titles will be ‘niche’ when compared to WoW, but such a distinction is already outdated as everyone finally comes to grips with the fact that WoW has always been an outlier, rather than the standard. With proper expectations and execution, these titles should prosper, especially as general MMO tastes swing back towards something more meaty rather than flashy.

At the same time, along with ‘real’ MMOs, we will see more games with MMO-lite features like GW2, and hopefully like GW2, they will ship with payment models that fit that style of game. These play-to-consume titles will refine their own space, and will provide nice breaks when needed for both MMO players and gamers in general. Their success will be measured not in retention, but in reacquisition; did they leave a positive-enough taste in your mouth to come back when more consumable content is out for sale?

More direct predictions:

EVE will reach and retain 500k subs in 2013.

SW:TOR will shut down or go skeleton crew by 2014.

LotRO will directly sell you The One Ring and a chance to play Sauron.

DF:UW will actually release and exceed the first year of DF1.

GW2 will have 9 tiers of gear by the end of 2013.

A bunch of MMOs will have kickstarter campaigns. Few will actually make it, almost all will be meh.

 


LoL: Nitpicking Riot

December 20, 2012

I like Riot a lot. I think they are basically the only show in town that does F2P right, and LoL has been the best game out for the last few years. I’ve spent more money on LoL in the last two years than any other game (by a solid margin), and I consider every single dollar spent well worth it.

So with that said, I’m a bit disappointed by this post. I get the need to increase the IP cost for a new champ. No big deal. Reducing the price on older champs is a nice change too. I even understand the need to slow the release rate for new champs, and agree that spending more time on them is ultimately the right decision.

Here is the offensive part:

as well as increasing the time you have to earn IP between champion releases.

Don’t treat your players like children (even if many of them are or act like it). The reason you won’t be releasing new champs as quickly has nothing to do with being nice and giving your players more time to earn IP, so why frame it that way?

You have a solid product, a fair business model, and exemplary communication, so with the bar that high, these (notably minor and infrequent) instances stick out and tarnish that stellar reputation.


Painting the house

November 13, 2012

There are some people who play the content they enjoy without thought of the rewards; they are mostly not MMO players. – Zubon

GW2 critical flaw stated well.

I think it’s also important to remind everyone that MMOs are typically poor at… well being decent at anything if you remove the social/massive aspect. Dungeons would be terrible single-player levels if placed into a game like Skyrim or The Witcher. Most MMO quests would be seen as trash filler in a proper RPG. In what other genre do you repeat content as tedious and simple as raiding? Better 5v5 PvP experience; themepark battlegrounds or LoL? Etc etc etc.

But the lackluster content CAN work in an MMO because with a few dozen/hundred/thousand people around you, DPS-rushing a big-bad feels epic rather than insultingly simple. Compare the experience of a dps player playing BWL’s Vael on a guild-first kill to the first time you defeat the final story boss in GW2. Both were/are essentially smashing one key over and over for a few minutes, but one was a major rush while the other might be the biggest joke in recent years.

If Riot added mining or herb gathering to LoL tomorrow, would anyone elect to wander around SR and just click nodes over playing a match, if all gathering did was level your champion to 18 only to be reset once you leave? Of course not. Yet some MMO players have spent hundreds if not THOUSANDS of hours watching EVE’s mining lasers hit rocks. Why? Because those rocks lead to something, and that something is deemed worth the grind. A thousand-man fleet does not grind SBU’s down because shooting a structure is fun and interesting gameplay, especially the hundredth such Op. But they show up because they want ownership of that space, and because maybe that day will be the day an epic super-cap battle breaks out. 99/100 times it won’t, but hey, 1/100 is more than zero. Zero is a cancelled sub.

The big picture matters. It always has in MMOs. And the better your big picture, the less the little stuff matters. Players in the thousands will literally watch paint dry if ultimately the house they are painting is grand. Don’t perfect the painting ‘mini-game’, make the house worth painting.

And it’s very important to remember that players lie about what they want, including to themselves. You say you want explorer content, yet your story always includes that awesome reward for exploring. You say you love crafting, but remove the profit or long-view, and you stop. You say you want accessible content, yet as soon as breeze through it, you ask what’s next or simply leave.

Smart devs ignore 99% of what players say they want, and instead give them what players have shown to actually want. MMO players will grind and grind and grind, so long as the carrot at the end of the infinitely long stick is deemed worthwhile. They’ll bitch on the forums and write angry blog posts about said grind, but they’ll do so while grinding. And more importantly, while continuing to pay to grind. In an industry where ‘keep people paying’ is the goal, that’s important, yet continually ignored in recent years. And we wonder why the AAA MMO space is in a funk.

MMOs are hard, yo.

Update: GW2 is adding Molten Core (fractals). Enjoy the fire resist (agony) grind. The MMO formula ‘fixed’ everyone!


Bernie Madoff was a great investor. Used the wrong payment model.

November 8, 2012

“I think there will definitely be failures within the next 12 to 24 months. Many who are entering the market right now are doing it as almost a money-grab. But subscription is dead. [Star Wars:] The Old Republic was the biggest possible swing for the fences. There is no longer any argument over whether that can be done.” – Craig Zinkievich, COO of Cryptic Studios

Do you think Craig said/wrote the above with a straight face? And if so, do you think he really believes it? It would take a pretty epic level of stupid, but then this is someone from Crypic, so I’m kinda 50/50 on it.

On the other hand, Craig is right. The ‘argument’ that sub games can be done is indeed over, mostly because it was never an argument to begin with. Pretending WoW, EVE, Rift, etc don’t exist must be nice, but probably not helpful in terms of sanity. Maybe Craig will also consider the argument over once EA shuts SW:TOR down for good. Time for a new ‘6 months’ meme I guess.

“I suspect that if you’d launched Fallout 3 as a free-to-play title rather than paying $60 for the disc it would have had equal or greater success.” – Someone working on games not as successful as Fallout 3.

“Riot Games’ Brandon Beck sees the matter differently. As a co-founder of the company that created League of Legends, Beck is at the top of the West’s biggest free-to-play success story, and perhaps the most compelling example of a free game that rivals the experience of the very best $60 AAA products. However, he stops short of proclaiming a free-to-play Uncharted as inevitable – it’s an easy thing to say, but actually making it work would be a daunting challenge, with higher upfront costs than the typical free-to-play game.”

Great stuff right? The failures in the pack telling the ones who are successful how to do their job. How about instead of making F2P ‘awesome’ games like Star Trek or Champions Online, you make outdated and ‘dead’ model games like Fallout, Skyrim, or Grand Theft Auto? Maybe then you won’t get bought out?

This really hammers home a major problem in the industry today; devs think their shitty game doing poorly is not because they made a shitty game, but because ‘market conditions’ ‘payment model’ ‘timing’ ‘toothfairy’ etc. Try making a good game. I’m pretty sure more than enough people will drop $60 for it. Or if you want, try making a good game that is worth playing longer than a month, and I’m sure people will be willing to pay the measly sum of $15 a month to do it.

Or yea, keep making SW:TOR, Star Trek, Champions, WAR, LotRO, DDO, etc, and keep thinking it’s not the game sucking that’s the problem. The magic future where people pay for crap is coming.

Update: Magic future already came? Zynga made a lot of money selling trash games? Magic future is over now? Zynga is worth a buck? Damn.

So close Craig, so close.


LoL is the most popular game in the world, still publishing F2P-quality stats

October 12, 2012

Today Riot confirmed the obvious, LoL is the most popular game in the world. What’s next, EAWare confirming that SW:TOR sucks? (wait what they already did that, nevermind)

Some of the numbers are kinda lame in that cheesy F2P make-believe stats kind of way, like comparing the 32 million active players of LoL to the 12 million WoW subs (at its peak). One group just had to download a client, the other paid box+$15 per month. Not exactly apples to apples guys…

70 million registered accounts is great and all, but F2P trash MMOs report higher numbers (because that number is meaningless). Why not say how many accounts have spent at least a buck on the game? I’m sure that number is decent too, and actually means something.

Then you have all the CoD/Halo/Xbox numbers. Why toss those in? Why not compare how many Teemo skins have been sold to the number of Wii characters created called Chuck, or something else completely out of left field?

LoL being played 90% by males is interested to me only because my wife is so addicted to the game.

Facebook ‘likes’ stat is embarrassing. LoL has about 3x more likes than a one hit wonder meme. Awesome job Riot. Next milestones, passing Danny at the dentist in youtube views. /sarcasm and this is why some people still consider gaming a joke.

 


Everyone’s an expert

July 11, 2012

Dev hatred/worship is fairly common in gaming, and perhaps more-so in the MMO space due to the continual nature of the genre. Many players believe the devs are idiots/geniuses, either always screwing the game up or always having the right answer. The truth is somewhere in the middle, but let’s look at some more specific scenarios.

Designing a champion for League of Legends is not easy. Or rather, designing an interesting, unique, and balanced champion that can be played by both casual players and professionals is not easy. A major reason LoL is the most successful game out today is in large part due to Riot having very smart, very experienced people creating and balancing champions. The reason so many other MOBA titles are garbage is because those devs aren’t.

This is not to suggest that players can’t come up with interesting abilities or suggest balance changes, and Riot is actually very good at balancing based on player feedback (mostly from tournament play/observation), but it would be a disaster to allow players to highly influence the core champion design process.

On the other hand, players suggesting balance changes to PvP in an MMO should hold some weight. Numbers can be theorycrafted down, and as all abilities and combinations are a known commodity, the result of some numbers tweaking is not difficult to predict. Furthermore, it’s almost a given that your hardcore players are the ones who have the most experience with HOW those numbers actually work in-game, and so they would be able to understand and predict how the tweaked numbers would also work out.

The devs might have more knowledge of how things work behind the scenes, but often times that is not a factor when we are talking about tweaking numbers or making changes to abilities/items. Returning to Riot, another key to their success is that not only do they have talented developers, but they also have devs who are hardcore players of their own game. This allows them to more easily and comfortably accept player feedback and guidance, as many on the dev side likely see/hear similar things.

Ignoring millions of voluntary ‘testers’ is a giant waste, but knowing how to harness/harvest it is a skill itself.

Which brings me to the player’s side of the table. Different games have different styles of players. A room full of EVE players will contain a different mix than a room full of Candyland players. The top 1% of EVE players will look MUCH different. And one would assume (hope?) that the 1% here would not only know the game, but know what’s best for it. As Jester writes today, that’s not always the case, even amongst a volunteer group of ‘experts’ elected by the playerbase to represent them and fight for their needs.

This is again where smart devs come in. Smart devs will not only be open to player feedback, but know how to accurately filter out the noise and nonsense and drill down to the valuable bits. The larger the playerbase, and the more a game lends itself to mastery (vs casual pick-up-play-and-leave), the higher the odds of finding valuable information.

Finally, let’s all keep in mind that devs are people as well. Just because you get paid to balance something does not mean you are in fact better at it than someone doing it as a hobby. We all have our ‘favorite’ story of a dev telling the players to trust them and that they are the professionals, only to have them (or their replacement) come back in 6 months and reverse direction.


Out-voted

June 26, 2012

A box-only game is successful if people buy the box. How they feel about what’s inside the box after the sale is only important if you intend to start or maintain a franchise. If this is a one-off game, whether you sell a million copies because you created a great game or because you had a great marketing campaign does not matter; at the end of the day you sold a million copies.

The subscription model collects equal pay from everyone, and is successful when enough people continue to pay. The plus side for consumers is that if you sell a box and the content sucks, you are going to fail under the subscription model. The downside is that if 10k people REALLY like what you are doing, it’s still only 10k people and you most likely have failed (unless you aimed at 10k). The other factor here is that, for the most part, one sub is just as good as another, so the goal is to just get as many as possible.

The F2P model makes its money off a tiny subset of players, but those players end up paying far more than they would/could under other models. The model is successful if that subset buys and buys often, rather than how many people in general find your game interesting. You could have the world’s greatest game, but if the cash shop is a ghost town, you have failed as a F2P game.

I write the above (again) because, to me, gaming is going down a very dangerous trend in terms of ‘wallet votes’.

The first model is not perfect. Games could and do often sell on pure hype. How many terrible, terrible movie tie-in games have sold in the past for no reason other than having a trendy name on the box? And no matter how much you hate that Superman64 game, you still bought the box and effectively told the devs behind it “more please”.

On the other hand, positive word-of-mouth could lead to better sales, and high review scores ‘mattered’. While it still happened (ICO), overall good games sold well, and developers had solid reasons to make quality titles. A sad trend of “good original game, lots of crap after” happens, but hey, at least the original was worthwhile.

The sub model should be familiar to everyone here. The obvious advantage is that box hype won’t save crap (WAR), and solid titles can earn their teams far, far more money than just a single box sale. CCP is able to do what it does not because EVE is an amazing game for all, but because EVE is an amazing game for 100-200k people who pay CCP hundreds of dollars a year, every year, ‘forever’. Under the box model EVE would have long since shut down and been declared a massive failure, while WAR and SW:TOR would be considered great success stories.

The other big advantage here is that not only must a quality title be delivered, it must be maintained. If a year goes by and your MMO falls behind, or goes in a negative direction, players have a direct way to inform the company that they do not approve (unsub). Games that are well maintained and innovate while staying true to their core are rewarded, and as a player that is the ultimate win/win when it comes to the MMO genre.

The big downside, especially from a company perspective, is that each vote is limited to a set amount of money. Super fans can’t (reasonably) vote more by spending more, and if the core of your title has a somewhat limited market, your updates might only go as far as they need to in order to maintain, rather than push the boundaries aggressively to really make players extra happy.

F2P allows for that super fan vote. Or rather, it ONLY cares about the super fan vote. Left at just that, it should be the ideal model for true gamers, right? The more you and your niche love a title, the more successful you can make it while also getting more out of it.

Unfortunately reality does not align with theory. Current-day F2P games, for the most part, sell power (because power sells), and games that sell power become competitions of spending rather than of skill (or even time). By design, a game that sells power is inherently flawed IMO. The devs are too motivated to put walls in front of you that you can spend to climb over, or ‘encourage’ PvP to be determined by he who has the bigger wallet.

What really worries me is that, even if the above is accepted by most, it only takes a few to justify peddling F2P goods. 95% of people can recognize a poor game that sells power as something not worth paying for, but unlike the other two models, the 95% does not matter. If that 5% is buying, the game is a success. Furthermore, in order to KEEP that 5% spending, devs must keep giving them a reason to do so. If the 5% all already have the sword of $25 doom, then you better have the axe of $40 godslaying coming tomorrow, even if that axe drives away scores of the 95%. You never counted, so you leaving is a non-factor.

I’ll go one step further; I believe those who spend heavily in F2P games are generally dumb gamers. They are the types who want to level faster even if it means they burn out sooner. They are the ones who use god-mode codes even when god-mode just means you need to pay for another game sooner. They are the ones who read a walkthrough before playing a game, all while complaining about how easy and predictable everything is.

The crux of the problem is that now, with F2P, the dummy vote is the only vote that counts, and while long-term that might not be sustainable, long term and quarterly financial results don’t mix. If your favorite MMO shuts down because it sold one too many power items, you can bet that the company behind it has already reallocated resources to the “next big thing”, and the only ones really screwed are those who wanted to play the game that was originally pitched, pre-F2P ‘conversion’.

(Which is not to condemn F2P overall. F2P can be done right (LoL), and the results can be a massive win/win for players (more content) and devs (way more money than box or sub. But F2P done right is, as of today, sadly rare.)


Marketing monkeys making noise

March 12, 2012

Entertaining read from Jef Reahard over at Massively about F2P, from the mouths of some of the industries ‘best’ in that area. Not sure where SOE, NCSoft, Perfect World, and GamersFirst rank on your all-time list, but that is who was talking.

First the entertainment portion:

“German gamers like to think a lot, whereas American gamers like explosions,” Merel said.

“Chinese players are willing to grind it out, and work for it,” Young agreed. “American players won’t put up with that.”

“American players need a context, or a story, or a reason to go in [a dungeon],” Levy interjected, before going on to say that the only real context is loot and rewards. “In an MMO, the reason is the loot. The reason is that I’m getting something cool.”

“That is what MMOs have devolved into,” Georgeson laughed.

The above would be insulting if it was not true. I mean we are talking about the same playerbase who bought a million boxes of SW:TOR to play an MMO remember. Farmville was a big deal. Germans love wargames. And Asians are STILL playing Lineage in huge numbers. He should have also included that all South Americans play to troll (huehuehue BR Mord es #1 right?).

Joking aside, the last line is more tragic than it is funny. Mass market MMOs ‘work’ because they are heavily dumbed down versions of what the genre originated as. And really, to reach the mass market in ANYTHING, it has to be ‘accessible’, which means the average dummy has to get it enough that you get his money. It’s why millions shop at Walmart, summer blockbusters work, pop music is what it is, and it’s why WoW is trying to recover by adding pokemon and pandas.

But like any pop fad, the masses will (have?) move on, and when they do, the people left are the ones who enjoyed the genre to begin with, and likely DON’T enjoy what was produced during the ‘mass marketing’ phase. Boy bands that get manufactured a week after that fad ends become laughable rather than successful. Movies that cash in a few months late on whatever was ‘trending’ fail. And mass-market MMOs will be no different.

Well, one difference. MMOs take year to produce, so if you are working on a WoW-clone right now, you missed the boat by about two years. SW:TOR would likely have worked in 2007. LotRO did after all. But not so much in 2012.

Getting back to the F2P aspect, is that model itself a fad, or is it really the evolution of payment? A bit of both I believe. I think the predatory F2P models, the ones designed like casino games are a fad. They are the ‘new shiny’ to lure in the mass market dummies, and until the dummies really catch on, they will keep falling for the tricks. Margins on fooling dummies are high, as Zynga has show (bonus profits if you can exploit people before rules/laws change to make that illegal).

What I don’t believe is a fad is the ‘good’ F2P model, as used in a game like League of Legends. Rather than relying on trickery or feeding into peoples weaknesses (buy this item to get stronger, so you suck less!), Riot sells fluff. But the fluff is of high-enough quality to sell. Combine the quality of the store items to the fact that LoL itself is one of the best games out, and it’s not hard to see why LoL is printing money.

Of course LoL would have been successful as a $50 box game too (it’s a good game, those sell), but not nearly to the level it has achieved under F2P. THAT is the true value of the model; if you produce something really good, you can earn WAY more than what you could under the old model. In many ways it’s the same thing as games going from the flat box price to a box+subscription model. If you create a game people are going to play for months/years, only getting $50 up front is leaving a lot of money on the table. And really, as a gamer, while it would be great to pay less, realistically if I’m enjoying something for months/years, I SHOULD be paying more for that, if for no other reason than to cast my vote for “more of this”.

What most MMO devs have not figured out, or are ignoring to chase short-term Zynga-bucks, is how to add or implement the ‘good’ F2P model into MMOs. Or perhaps they do know how, but also know that the quality of their game is such that the only choice is Zynga-bucks. I mean look at a game like EQ2; clearly the quality is lacking overall, so SOE feeds into the small subset of ‘gotta catch em all’ players and feeds them mount after mount after mount, to the tune of 80% sales (which makes SOE’s Dave Georgeson’s comments about the dungeon creator and beast master class items pretty comical).

Assuming (big assumption) that the Zynga-bucks phase ends, what we will be left with is a market that highly rewards great games, but offers little to generic titles that don’t offer a solid reason to stick around over a competitor (under the old model, if PR could fool you into buying the $50 box, the devs get paid even if you end up hating the game 5 minutes in. Under F2P this is no longer the case). This means that niche games still have their place (the niche can over-pay and/or budgets adjust), while the few ‘top end’ titles will print money like WoW did back in the day. I’m more than OK with that.

Now if only that Zynga-bucks phase would end already…


The MMO dark age is ending

February 29, 2012

Former MMO blogger Tobold (I still say I won that bet) is polling his readers about how long it takes them to hop in/out of an MMO. It’s a funny read as usual, especially the comments.

A comment a made over at Keen’s blog applies here, so I’ll just copy/paste myself:

MMO blogging would sound a lot different if the year was 2004, and we were thinking back on the last 7 years of the genre, rather than 2012 and the last 7. Hopefully the 2019 7 year review is a bit better.

And what we see over at a casual site like Tobold’s is exactly this; WoW players bored of WoW. And they believe that the MMO genre is only that; solo-hero themeparks that you level through and then grind gear with bots/randoms. It’s sad really.

Of course those who have been playing MMOs, who know the genre goes a wee bit deeper than Azeroth, understand the fundamental flaw here. Long-term, themeparks are boring, but themeparks (as they stand today) are borderline MMOs at best, and so it’s not surprising that players don’t stick around for months on end in what is essentially a single player game. SW:TOR is blatant about this, but its peers are not all that different. I love Skyrim, but long-term it can’t compete with an MMO no matter how great of a job Bethesda has done, and Skyrim is one of the best RPGs I’ve ever played.

And before you suggest that it’s the players who have changed from 2004 to today, take a look at MMOs that have remained MMOs. EVE is 8 years old and doing better than most. Darkfall is three years old, and despite not getting a real update in about a year, still has an active population and a sequel/overhaul on the way. Wurm Online has its population (with a recently added server). Are people really going to be that surprised if GW2, assuming it delivers, retains players beyond the 3-month themepark burn? Looking outside the genre, how long has LoL been the most popular game out? How many people are STILL playing Counter-Strike or some older version of CoD/BF?

The belief that today all players only stick around for a month or three, regardless of the game, is blatantly wrong. Certainly a subset do, as Tobold makes pretty clear, but that’s just a case of aiming at the wrong target audience. That the recent crop of MMOs, cloned from WoW, are only worth playing 1-3 months, and attract the Tobolds of the world, well, yea, that makes sense. People burning out from SW:TOR in weeks rather than months was predicted by anyone with a clue years ago.

Assuming the themepark trend is finally past us, and the realization that WoW is an anomaly based as much on timing/luck as design has sunk in, the MMO genre should return to being an interesting place going forward.


Follow

Get every new post delivered to your Inbox.

Join 101 other followers