Some good comments from my last two posts, so thanks to everyone who contributed. Amazing what writing a less-than-clear post or two does. (File that under blogger pro-tips kids).
Rather than try to re-explain what I was trying to get at, I’ll just cut right to the chase and state the (maybe not so) obvious: an MMO only works if it works long-term.
Let that sink in for a bit.
It’s why, when BioWare announced the 4th pillar for SW:TOR, it was easy for me to instantly declare the game a failure. The quality of the content, whatever it ended up being, was a non-factor long-term, because long-term resource heavy dev content does not work. You just can’t produce it fast enough, and in MMO land the 10th month is just as important as the second.
It’s also why GW2 is not a sub-based MMO, and we will see if long-term it ends up being/feeling like an MMO at all. No one would argue that GW2 launched with a solid amount of 1-80 content, and that the quality of that content was reasonably high. But until the recent introduction of the resist gear grind and dungeons/raiding, GW2 had zero long-term sustainability (and no, gear treadmills are not the ONLY source of sustainability, but they are the easiest).
Games can change of course, but GW2’s state at launch made it very clear why Anet did not attempt to charge a monthly fee. It would have spectacularly failed. Going forward it will be interesting to see if they can introduce enough progression to sell enough gems in the item shop, especially with how heavy that goes against their manifesto/Vision/sales pitch.
Staying on the GW2 theme for a second, I also find it silly when people bring up being able to ‘jump back in’ to GW2 as some major plus for the game. Here is what you are saying when you say that: “I know GW2 won’t hold my attention long-term, so once I run out of content, I’ll move on, but probably return for a look once more is added”. Combine this with the pace of content delivery in most MMOs (Rift is somewhat unique here, and surprise they are a successful sub-based MMO), and what are you really saying about your expectations? Are you really approaching GW2 as an MMO, or as a sRPG series like Final Fantasy (not the MMO); something updated every few months/years that sees their players return for another run?
And if the above is a non-issue to you, consider what THAT really says. You don’t care for community or continuity, and are only interested in consuming dev-driven content when available, no strings attached, and then moving along. It’s not a wrong approach to gaming, but it is ‘wrong’ for an MMO; both for the player and for the company hoping to make the business model work.
How to produce sustainable content is another, rather long topic, but first I think it’s important to ask if your game of choice even has it, and how much of the focus was spent on designing it versus designing the one-and-done stuff. The second question to ask is if you care. Are you even looking for something sustainable? I’d argue that anyone who answers “no” is not an MMO player, at least as I see the genre.