MMOGs Only For the Hardcore?
Gamepro has an editorial up asking the question are Massive Games only for the hardcore? From the article: "Part of it has to do with the conventional pricing model. With a game demanding $15 a month, you can't afford to just casually log in a few hours on the weekend without feeling jipped. So the casual gamer's MMO has to be a game entertaining enough to pull people away from their usual games (let's face it, most MMOs are boring), and rewarding enough in a 1-2 hour timeframe so it doesn't require you to neglect your daily routines."
here is the text from the second part of the article
"duh"
There is truth in humor.
Limiting daily gameplay per character would definatly force everyone to be a casual player. Maybe this is a new server idea vs the player vs player and role playing and carebear servers. You would just add a "not in school anymore" server.
I like this... You still never get to play with the hardcore gamers, but you would have alot more casual gamers to group with and be able to make friends with and all level together.
With a game demanding $15 a month, you can't afford to just casually log in a few hours on the weekend without feeling jipped.
Was is this taken as gospel, that cost is still an issue?? I hear people say that all the time, but even if you only play 3 hours a week, that means you are paying a little over a dollar an hour, where is the big deal? i used to go to arcades and spend ALOT more then a buck an hour.
Lord people whine.....in fact, let me now rant about people whining......
I mod everyone down who says "I'll get modded down for this." I hate to disappoint.
Many of us at the top end of the age bracket for gamers (mid-30s) have few blocks of uninterrupted time to invest in larger quests and campaigns. We're lucky to get a few solid hours on a saturday evening. Even at 2 hours/weekend it's still a bargain when compared to other entertainment, it still seems like a rip-off if the user can't use the game outside of those blocks. MMOG products can address this a number of ways:
:)
- Create longer puzzling or strategic challenges that can require thought, planning, and possibly even group discussion outside the game. (In other words, a guild could chat on IM during the day and plan out how to infiltrate an enemy compound.)
- In addition to the current adventures, make shorter ones.
- Alternative non-play interfaces into the virtual world, such as access to the chat channels, virtual in-game web-cams, real time stats, mail, auctions, etc. The trick would be to do it without the usual 3d game client, using standard desktop technologies like DHTML, Java, RSS feeds, Flash, etc. Anything that allows the user to be a part of the world without a huge time and client investment, so they can be connected at work or in the short gaps between 'real-life' tasks at home.
- Make more real-world resources accessible and standard within the game client. Provide an IM client to major protocols (AIM, ICQ, Y!, etc). Obviously nobody wants windows popping up when they're battling a 60th level tit-mouse, but careful GUI engineering can provide unobtrusive notifications and even auto-responders. Same for other real-world resources, like email clients. Point being, for those of us that do get a few hours to play, keep us there.
- Hire me.
_______
2B1ASK1