A WoW Player's Guide To Warhammer
With Warhammer Online just around the corner, Zonk wrote up a guide which compares it to the current top dog of the MMO market, World of Warcraft. He highlights the fact that despite the appearance of "War" in both names, Warhammer is much more focused on the struggle between factions, in gameplay and artistic style. Warhammer's open beta started on Sunday, doing well in the US but stumbling in Europe. The full version launches on Sept. 18th, but people who pre-order the game will be able to access live servers up to four days before, thanks to Mythic's head-start program. Mythic CEO Mark Jacobs recently launched a blog to answer questions about the game.
The rest of the MMO market in total doesn't add up to WoW's subscriber numbers. Guild Wars is a distant also-ran to WoW.
The MMO makers don't care about you.
[1]; Yes, yes, I know you can run it under Wine. Any guesses as to how many people actually do this?
"Seven Deadly Sins? I thought it was a to-do list!"
"PvP is a much more important part of..."
Ok, so they got a focus group together, and looked on the internet, and people said "More, better PvP!"...
Too bad the niche hardcore players are the only people who speak up in those forums. Here's a big hint to everybody making this type of game: All those casual players that make Warcraft and Diablo crazy, stupid successful.... They play for the co-op and social aspects. They don't PvP. People who post on internet forums and create feature wishlists for these types of games (probably 90+% of the people who read this) aren't representative of the bulk of players no matter how vocal they are, or how important they think they are. If you cater to those players, and "being the next WoW" (in terms of paying playerbase) is your goal, you will fail.
As long as it is possible, someone will do it, if only for teh LoLz.
Misery loves company. Online misery loves unsuspecting random strangers.
Seriously... the cost / benefit ratio there has gotta be something like - Costs a ton / gains us almost nothing. If I'm trying to run a profitable business I'm going to say... don't bother. It's the same reason you don't see the newest WWII FPS's marketed for people over 80. It's a tiny market segment... you won't make enough money to make producing the product worth your time. Sorry!
You are using English. Please learn the difference between loose and lose; they're, there, and their; your and you're.
And your laundry list of "features" pretty well demonstrates the difference. People play MMOs to have fun with other players. What you would make a good solo game for a micromanager.
Just consider your "ecology"
So what happens when a griefer guild shows up and slaughters all the wolves and bears in your forest? How do prevent this or can they even?
economies: much as I hate to admit it (I like the idea of a player economy as well), player based economies are actually very destructive to game enjoyment. The "Auction Hall" global market with instant results just provides massive encouragement for goldselling services and the resulting rampant inflation. The more resources and money supply is controlled by the publisher, the more the econommy winds up in control of the goldsellers.
If it is so darn "not difficult", why haven't you written your own game and have a few hundred thousand subscribers already?
However, the idea of allowing players to have a real impact on the game world is a good one, but once again darn near impossible in an MMO. Making real changes requires that new content be constantly generated to replace that which is no langer valid. Example: THe players have finally ended the zombie chicken infestation at Farmer Brown's. No longer will zombie chickens trouble the farm. Ever. So what new content do you propose for the beginning characters? Perhaps they could work on the rat infestation over at Farmer Smith's? What if someone gives Farmer Smith a pregnant cat(reproducing)? Oh the ecological horrors - plus the destruction of more content intended for beginning players.
Just ramp up those examples for "end game" content and you get a glimmer of the problem. It just takes too long to come up with new storylines/adventures. So players making real changes in games like this will be best done as solo games.
Or the games will have to have multiple "sub-games" built into them to keep folks occupied. (See Eve Online) which does have a failry robust and involved (although unfortunately corrupt) economy and PvP system.
You either believe in rational thought or you don't
So .0006 of Wow players. Aka: insignificant.