City of Heroes Reaches Sunset, NCsoft Paying the Price
KingSkippus writes "At midnight Pacific on Saturday, December 1, NCsoft shut down the City of Heroes servers for the final time. Since announcing the closure, a group of players has been working hard to revive the game by getting attention from the gaming press, recognition from celebrities such as Sean Astin, Neil Gaiman, and Felicia Day, and assistance from fantasy author Mercedes Lackey. Meanwhile, NCsoft has been drawing negative publicity, including a scathing article about the shutdown from local news site The Korea Times, noting that the game was earning $2.76 million per quarter and that 'it is hard to comprehend what NCsoft means when they say they closed it for strategic reasons.' NCsoft's stock price has fallen over 43% since the announcement in August, almost 30% below its previous 52-week low, right when investors were counting on the success of the recently launched Guild Wars 2 to help boost the company."
Look, I think that more MMO's should allow for playing on alternate servers. And I appreciate that players put a lot of time and effort into building their characters.
But when you buy a MMO, you have to know that it's not a permanent thing.
What political party do you join when you don't like Bible-thumpers *or* hippies?
"shut down the City of Heroes"... "for strategic reasons"... "to help boost"... "the success of the recently launched Guild Wars 2".
Seems pretty clear to me.
What I read so far seems to indicate that it was making money, not costing money. If that's right, then I'd like to know the REAL reason for closing it down.
"The future can only affect the present if there is room to write its influence off as a mistake." - Yakir Aharonov
Its fine for the maker to host the main servers and all, but really the door should be open for users to do thier own hosting.
Power Corrupts,Absolute Power Corrupts Absolutely, leaving one person(group)in charge is absolutely corrupt.
It's been fairly obvious since the initial announcement that a lot of people are interested in seeing City of Heroes continue, and going to extreme lengths to make it so. If NCsoft really does not, for whatever reason, want to continue to host it, than why not just pass it off to somebody else? I'm sure they could have sold off the servers to somebody and at least gotten some salvage value. Hell, they could have brokered a deal were whoever they sell it to still charges a fee to play, which NCsoft gets a percentage of. It's just boggling to me that there is very obvious money to be made, yet a company seems to have no interest in making it.
You can't shut down your cash cow just because you're banking on your shiny new toy. What if the new toy flops? If SE had shut down FFXI prior to the diasastrous launch of FFXIV 1.0, the company would have gone bankrupt. All that time, the revenue from XI kept them afloat.
If CoH was bringing in profit, however small it was, then there was no good reason to shut it down, no matter what "strategy" they're trying to go for. You can't push players from one game to another - MMOs don't work like that. They'll play both or none at all, and neither game has little bearing on which one that is.
Occasionally living proof of the Ballmer peak.
I'd like to know the REAL reason for closing it down.
City of Heroes 2. Same reason Bioware/EA went out of their way to get Galaxies taken down just before the release of The Old Republic: they want to create a demand for a certain type of game, then provide it soon after.
I thought that game went down a long time ago. Lineage ][ still around? I thought I read at one point Lineage 3 would be released.
"Strategic reasons" just does not cut it with this crowd, especially when it's your flagship product.
What's the REAL reason? Are they getting screwed by a patent troll? Did they get compromised by a breach and are bailing out before they get sued? Is the cost to running it more than the money they bring in?
All of my gaming friends who got sucked into MMOs all played CoH, they all still have active characters, and most of them juggle between WoW and CoH, or shift from one to the other on a seasonal basis.
And to a one, all of them are very upset over this.
Look, products come and go, favorite things get pushed aside for the latest, greatest and newest all the time. But when that one, single product is the foundation of your entire company, you'd better be ready with one heck of an explanation.
[End Of Line]
Because they suck at running it.
Did you ever actually USE the "Paragon Market"? That was not developed by Paragon. It was developed by ncsoft (or someone else they hired). And it was spectacularly bad; like, I don't think I know anyone who does web development who couldn't probably do a better job in a day. Literally. Not hyperbole, not exaggerating. It was below the level of what you'd get if you went through a standard Rails tutorial.
So what happens if they sell it to someone competent? It does better. And ncsoft loses face.
I am pretty sure they will never sell it, because they don't want people to see just how incompetent they were.
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The company is trying to move players over to another game. The whole point is not to let players keep playing this game, so they'll look for a new one.
Played it years ago. Loved it. It spoiled me for when I then went to see what WoW was all about. CoH was light years ahead of WoW in every aspect from character creation, to UI, to game play. Loved playing a healer in CoH. Tried one in WoW and absolutely hated it. Here's a hint Blizzard...the act of healing should NOT draw aggro.
So long CoH and thanks for all the years of fun.
NERD ANGRY!!!!!!!!!!
Galaxies was maintained and owned by Sony. Bioware/EA had no control over Galaxies, though it already had a massively declining subscriber base even before SWTOR was announced.
http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
The only problem with the CoH2 theory is that NCSoft always hated CoH, especially after the game went over with a resounding thud in the Korean market. They tried to add new grind mechanics to appeal to the Korean playerbase, but there just wasn't any traction.
I read the internet for the articles.
That's right. Players will be very encouraged to take up a new game, spends hundreds of hours building up characters, only to have everything throw away in a few years when the next big game comes out. It's sort of the opposite of building brand loyalty.
“Common sense is not so common.” — Voltaire
This is true, we always knew that the game would shut down at some point. However...
The MMO genre of game is especially conducive to getting people to invest enormous amounts of time, effort, and money into the product. The average City of Heroes launch day veteran has probably spend between $1,500 and $2,000 on this game, many much more. And many have spent thousands of hours playing--not just mashing buttons, but coming up with creative stories, even contributing to user-generated content areas such as the Mission Architect system that allowed players to create their own custom enemies, contacts, mission objectives, dialog, etc. In other words, what NCsoft doesn't realize is that at this point, we have just as much stake in the game as they do (some would argue more), yet they hold the ultimate authority to unilaterally declare, "Okay, game over, we're going to destroy years of your effort and a large monetary investment." Not because the game wasn't making money--it was--but because they're undergoing a corporate "realignment".
Not only that, but in the process, they laid off over 80 employees at Paragon Studios, the Mountain View, California development studio that built and maintained City of Heroes. Before the shutdown announcement, a group of employees and investors tried to acquire the IP from NCsoft to keep the game running, but NCsoft wouldn't sell it. After the shutdown announcement, thanks to the SaveCoH movement, another attempt was made, but again, NCsoft wouldn't play ball, even releasing a statement that they had "exhausted all options" in trying to sell the game. Excuse me? Exhausted all options? They hold the IP. Now that the shutdown has come and gone and the community has largely dispersed, practically speaking, it's worth zero. It's impossible for them to have "exausted all options" unless and until the ink is dried on the page transferring the game and its IP to another company or organization that can run it.
Not only that, but this isn't the first time that NCsoft has done this. This is the fifth game in as many years. Auto Assault. Exteel. Dungeon Runners. Tabula Rasa. Now City of Heroes. Clearly to me, the company is an MMO killer. The players of City of Heroes aren't the first group of people to have their hard work and investment destroyed, and apparently, NCsoft doesn't really care very much that it's systematically destroying communities and the output of people's creative expression. As a gamer, why the hell would I ever want to buy a game like Guild Wars 2 or any of NCsoft's other games? Answer: I wouldn't, and they won't be seeing any money from me again.
So does NCsoft have the legal right to shut down City of Heroes, lay off everyone at Paragon Studios, and carry on as if nothing happened even though the company's own investor relations statements indicate that the game was steadily profitable and it had the overwhelming support of its development staff and management? Sure, no one is disputing that. However, I do firmly believe that NCsoft, and MMO game companies in particular, have an ethical obligation to do everything they can to plan for a game's sunset ahead of time and be willing to release the game property to another company or third-party organization willing to take over running it if one is willing to (which, in this case, there were multiple parties interested in doing so). To not do so shows an immense amount of disrespect for your customers, and you run the risk of generating the negative publicity and outcry such as the one NCsoft is facing right now.
Difficult to comment without having the inside scoop, but "sudden-death-by-beancounter" seems to be an increasingly common ailment in the electronic age.
Was either deemed superfluous, not worthy of the time, and I can hear the famous "can we just move on to focus on the core IP development" from the accounting department.
All arguments in which players having developed an emotional bond and deep attachment to the game has little if no place at all anymore; even though ironically that was the very thing the developers tried to elicit from customers at the start of the project. But in corporate terms, this has no place in any company's strategy.
Chew'em up, spit'em out. Any questions?
They said that it's a strategic decision. No one said it was a good strategy.
It's weird though, they shut down City of Heros ostensibly for this reason, but they keep Guild Wars 1 up and running and still doing special events (and still no subscription fees).
http://www.andrewsmcmeel.com/godsdebris/
As a player of CoH I've been watching this all unfold for months, and it's just sad on every level. Obviously sad for the players and developers, but there's a greek tragedy that is looming over NCSoft as well.
The 'strategic reasons' that caused NCSoft to shut down CoH is that they just don't understand the product -- an easy-to-play game friendly to casual players with little or no PvP content. That kind of thing doesn't sell in Korea and doesn't make sense to NCSoft's Korean masters. They have made a decision to consolidate their games along the Korean 'grind-and-PvP' model, possibly with a centralized game store using common currency, as some other large game producers have done. CoH could not be adapted to that model. Advertising in America would be additional cost for a marketing department that only understands Korean game culture. So they decided to effectively pull their games out of America and focus on what they know best back at home.
It's a strategy, I guess. They'll still sell games in America, but they'll be anglicized versions of Korean grindfests with little or no marketing. GW2 is a prime example...and the players there are beginning to understand that, with the GW1 gameplay replaced by ridiculous grinds and a 'pay to win' cash market, not to mention characters from the korean alphabet creeping into the American version of the UI.
Frankly I wouldn't trust NCSoft to keep any game alive in the Western market, not now and not for another year. They don't want to do business here. They don't want to make the kind of games that casual players enjoy. They want to have a stable full of Lineage clones, and cutting off a profitable CoH is the first step towards that strategic goal.
It's just a tragic display of hubris. They were even too short-sighted to consider selling the game. Just sad, all around. RIP, Paragon City. I'll remember you for letting me be a hero.
Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
True that Sony maintained Galaxies and that Bioware/EA had no control over Galaxies BUT the previous person was right. SWG was shutdown specifically because of TOR. LucasArts owned the rights to both and didn't want SWG competiting with TOR.
Except that Guild Wars is still running even after Guild Wars 2 has been released.
So what happens if they sell it to someone competent? It does better. And ncsoft loses face.
NCSoft has lost face already. Their stock value has been sliding since the day of the Unity rally on the Virtue server, and their stock sank another 7.8% after the release of the Korea Times article questioning the business acumen of shuttering the game in the first place.
Without access to the reasoning behind the decision, I have no way to be sure why they decided to close the game -- particularly with it making a profit of about $2.75M a quarter -- but I believe that it was done to conceal the fact that they were already demonstrating their incompetence. NCSoft has brought to the Western market a number of MMOs rooted in the style of the games that are their bread and butter in the Asian market, with a heavy emphasis on grinding for rare drops, patronage of the in-game store, and PvP. That these games kept doing poorly and getting closed (Aion having shown "disappointing performance" in the last quarter), while City of Heroes -- almost the antithesis of the Korean style of MMORPG -- kept making a steady profit created the appearance of NCSoft not being able/willing to understand the Western market at a time when they were making an effort to become a major online gaming provider. With the ugly counterexample gone, NCSoft could rationalize that they just needed to find the right subject, rather than a different playstyle, to make an MMO popular in the Western market.
It's called Functional Obsolescensce and it's been a design method since GM pioneered it back in the early days of Detroit. It's worked out pretty well for those businesses (bailouts aside.)
http://en.wikipedia.org/wiki/Obsolescence#Functional_obsolescence
The company is trying to move players over to another game. The whole point is not to let players keep playing this game, so they'll look for a new one.
When Auto Assault and Tabula Rasa shut down, players were offered free time in some of NCSoft's other games. No such offer was made to the City of Heroes playerbase. Although, frankly, given the stink we raised about the shutdown, I'm not really surprised that they didn't extend such an offer, although it wouldn't have been very practical -- Aion is "Completely Free", so we could already have just moved over to that game, Blade and Soul wasn't out yet to move players to, and the Lineage and Guild Wars MMOs were all 'buy the box, play free', which would have pounded their bottom line by eliminating the game purchase from their income.
Guild Wars 2 is not a subscription game -- players buy the game once and then play forever.
In 2008, players in City of Heroes were paying $15/month to play. That changed when they went free-to-play, but the population went up significantly at that time.
CoH was a reliable, if small, revenue stream for NCSoft. GW2 was a cash infusion that won't repeat itself until they release an expansion, and then probably at far reduced amounts.
I'd describe neither as 'cash cows'. But CoH *was* reliably profitable.
Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
the appearance of NCSoft not being able/willing to understand the Western market
So instead, they closed it and removed all doubt.
#naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
City of Heroes had a recurring monthly payment (just like WoW, Rift, Everquest I, or most non Free to Play MMOs). Guild Wars 2 has no additional recurring cost (and therefore recurring revenue) past the initial game purchase (though they have released expansions for GW1).
So it's entirely possible 100,000k City of Heroes subscribers would be more profitable than 400,000 Guild Wars 2 players when looked at a period of 4-6 months past launch.
Furthermore, there is a value to maintaining your community up to (and even slightly past) the release of the next version of the game the community was formed over (see Blizzard maintaining Starcraft I for over a decade).
Georgia Tech, the leader in Chia(tm) technology.
In contrast, Square-Enix plans to release their revamp of Final Fantasy XIV and an expansion pack for Final Fantasy XI next year.
What if "not even close"? Even accounting for a second development team on a new project that had brought no money in yet.
Chas - The one, the only.
THANK GOD!!!
I'd like to know the REAL reason for closing it down.
City of Heroes 2. Same reason Bioware/EA went out of their way to get Galaxies taken down just before the release of The Old Republic: they want to create a demand for a certain type of game, then provide it soon after.
Nope. Matt Miller, the senior developer at NCSoft has repeatedly said that NCSoft shot down the idea of CoH2 numerous times.
And, as the game sank like a stone in the asian market, it's doubtful that they were going to build sequel to it with another in-house studio.
Chas - The one, the only.
THANK GOD!!!
City of Heroes went Free-to-Play months (maybe even a year) ago. F2P accounts were limited to number of characters and such (unlock more with micro-transactions). P2P accounts earned Vet rewards and and had much more unlocked.
if (it != oneThing) it = another;
Same goes for Japanese developers...they just don't "get" the American market these days. In the old days, on consoles anyway, they didn't have fair competition, Nintendo and Sega obviously showing favor to fellow Japanese companies.
Now...they actually have to compete with top of the line formerly PC centric US and EU dev houses and they just can't do it.
Look at Sqaresoft/Square-Enix and FFXI, it came out after the lessons that could be learned from SCEA's EQOA (done by American team) and they still got it all wrong! It is actually less fun to play than EQOA was. Fucking SOE/SCEA's Free Realms is a more fun MMO than FFXI is.
I haven't played FFXIV, but hear it's an even WORSE grindfest than FFXI.
I believe that NCSoft's decision to retool to the Korean-only market came too late in the development cycle of GW2 to just cancel it. They're going to suck all they can out of that game then abandon it. I agree with you that Arenanet is in the same position as Paragon, and I sympathize with them.
The cash shop in GW2 allows purchase of gems, which translate to inventory space, bank space, character slots, and gold to buy anything you want in the in-game auction house. I don't know how you leveled so fast in GW2; I gave up at about level 30, when I realized that crafting was useless at my level, I didn't have the gold to buy the weapons I needed to survive solo, and my character would never again gain another interesting power. It's a grind that requires real-world money to have an efficient character. If that kind of gameplay was true to GW1 I'd understand it, but GW1 was extremely casual friendly. GW2 is a cash grab, and I fear that NCSoft was involved in making that way.
Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
Not only is it a grindfest, bots run rampant in the game due to the general lack of attention by GM's/HGM's to do anything effective.
Twitter supports and protects racists - by smearing their critics with the "Hate Speech" label.
> NCSoft could rationalize that they just needed to find the right subject, rather than a different playstyle, to make an MMO popular in the Western market.
I disagree. Part of the problem is that NCSoft has traditionally had shitty UI design and implementation along with some bone-headed game design principles. (i.e. The retarded Shaman's Rookery jumping puzzle in Guild Wars 2 http://wiki.guildwars2.com/wiki/Shamans_Rookery )
I've been playing Guild Wars 2 for the last few weeks and the UI is such an ass-step backwards compared to other MMOs that the game is exceedingly frustrating because of it. They haven't learned that the bar has been significantly raised and they are being left behind. This is one of the _few_ things WoW did _right_.
There are 3 hurdles MMOs need to overcome:
* Tech
* Good Game Design & Positive User Experience
* UI
Almost everyone understands how to implement the tech now-a-days so that is (usually) a non-issue.
I believe User Interface plays a larger part in the success of a MMO then people give it credit for. Why? Because it is THE _primary_ interface with how one interacts with the game. If you are constantly fighting the game's UI are you really going to "put up with it in the hopes that the game is fun?" The answer is usually no. EVE Online suffers from this -- the game is fun -- BUT the learning curve is a fucking vertical cliff. Most people are not prepared to "learning a 2nd job" just to play the game to RELAX.
Good Game Design is not enough these days when there are other games that involved less grinding, and are more fun. GW2 is 50/50 hit/miss.
Here are some of the few things GW2 did RIGHT:
+ Shared XP and instanced-resources. No longer do you have to worry about somebody ninja-killing or ninja-looting. This encourages people to work together and help each other out -- as there is no penalty for doing so. I wish every MMO did this.
+ Another positive thing GW2 nailed was dynamic world events. Again, I wish every MMO did this.
+ No monthly fee! There is no pressure to "log on" this month because you are being nickled and dimed. You play whenever you want, anytime.
+ Fast patching system.
Example of Negative User Experiences:
- MMOs suck because someone else ninja'd your name. At least in WoW you can use European glyphs with diacritics but in GW2 you are limited to ASCII characters. Even with being allowed to select a "first last" name option, MMO's are not interested in _streamlining_ what _players_ want -- the ability to identify with their characters - both during character creation and afterwards. We STILL are forced to play the idiotic "I registered my favorite nick name before you did!" in MMOs.
On the plus side, part of the charm of CoH was that players became deeply attached to characters that they could customize and look unique. GW2 is partially pushing the boundary here by giving people _some_ choices in looking unique with the (limited) dye'd colors more so then other MMOs.
- Your level is automatically downgraded per region if you are too high. This is one of those "Sounds good on paper, but shitty in practice" things. If a player is struggling to finish off a region they do not have the option of leveling up and coming back to it due to the idiotic "automatic level downgrade". ArenaNet's excuse is "We have no end game -- the whole game is challenging." I understand that logic but sadly GW2 becomes one boring grind-fest because of it.
- One example out of thousands of shitty UI in GW2. Whenever you play a different character it is listed first and all your characters are shuffled around. Diablo 3 did the same thing and everyone bitched at Blizzard to fix it. Which they did. How many YEARS have MMOs had to solve this -exact- problem and the dev's STILL don't "get it" with the common UI problems??
It is the _million_ little things of User Interface and User Experience
I've been playing City of Heroes since 2006. It had absolutely the best MMO gaming community I've ever come across. If you've ever played it you know what I mean. Teaming was the essence of it's model. Pick-up-groups (PUGS) routinely can stick together throughout an entire evening of playing missions, PUGs! for goodness sake. And the team members actually talk with each other, and joke around constantly while playing. It also had a gaming engine where character moves and powers we're motion capture based and not the oh so artificial looking and cartoonish computer generated human motion. Also it had a very tightly connected feel when playing your "toon" as we call them. Most games have a very squishy disconnect feel between your keyboard and the toon. It really felt immersive. Also the game developers were incredibly responsive and receptive to and part of it's gaming community.It had it's shortcomings of course like any game. I literally welled up when I learned of its closing. Some folks don't understand the emotional connection some of us have to this game. It's something you have to experience and can't really be explained. Farewell City of Heroes you are sorely missed. :-(.......
I have fond memories of this game when it first game out. I believe it was the first super-hero MMORPG.
{citation needed}
Yes, grandiose conspiracy theories are sad... especially when they fly in the face of facts.
The fact is, CoH was a minor portion of their revenue - and that portion and the revenue was steadily dropping as CoH's subscriber base continued it's long decline. It was a year or so, at most, from going negative, to no longer being profitable.
There's a new browser MMO currently in beta that is made by an indie group by the name "Mechanist". Check it out guys, City of Steam :)
http://www.cityofsteam.com/
These MMOs are ultimately operating a service. Expecting them to operate it indefinitely is a bit naive.
That said, it sounds like NCsoft's shutdown was premature. If a service brings in more revenue than it spends, why not keep running it? If it's a matter of getting it off the books and getting it off the executive radar, then spin it off into its own business as a wholly owned subsidiary. There are a lot of alternatives that don't amount to throwing a revenue stream in the garbage.
Yeah, I expect them to operate indefinitely actually. They are basically are running a service attached to a database that a client connects to. This should basically have an operating cost of keeping a server plugged in, which isn't much. If there are enough shards operating that it requires dedicated administration, then there is going to be enough income to support it. Unless the code was VERY poorly written, the only way that you aren't going to make a profit by keeping it plugged in is through management incompetence. (surprise surprise!)
HA! I just wasted some of your bandwidth with a frivolous sig!
This was the game you would be playing. Even after the other two came on the stage, City of Heroes was still the best out there for the genre. They had done amazing things graphically with it considering it had an 8-year-old graphics engine. The best part was the the developers who we as approachable as any player. The Devs listened to the community and made them a part of the games evolution. Some players could actually boast that features they suggested were actually in game because of them. The community even bought the Dev staff dinner after the news came out, that's how close they were. It was like family and you got to be a superhero!
I have never played Guild Wars but why would they need to create a second game? Isn't the one of the good things about MMOs is that they are constantly evolving?
The problem is that they closed City of Heroes, which had free-to-play and monthly subscription options... to what... make us play Guild Wars 2, which is free-to-play (after you buy the game), and has no monthly subscription fees?
That doesn't make a lot of sense to me.
Mr. Hu is not a ninja.
Yes, buy once, play forever...with a p2w cash shop that's been ramping up the past months. So tell it all, not half.
Go find your old SWG install disks. Visit the SWG EMU at swgemu.com and play SWG as of patch 14.1 :)
Well, its in beta, so there is only the 1 server (Basilisk) plus a test server, there is no Space content, the themeparks are only in development at the moment (Rebel and Jabba's are running I believe), Creature Handler isn't working, neither is Shipwright, Bio Engineer and there are no Jedi at all yet (some will see this as a bonus). :)
The game is playable though. Its legal, and its free. You do need the old install disks and some patience. If you are a C++ developer they are looking for volunteers to work on the code
"The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
I don't doubt Galaxies was closed with some financial prompting in favor of Republic, possibly negotiayed in from day one.
Galaxies had been killed by the New Game Enhancements oh long johnson since. I know -- my master dancer woke up one day unable to use her blaster, and was limited to level 1 weapons. And I had an awesome house and my own cantina in a player city my friend was mayor of on Tattoine.
Had CoH kicked players in the balls 3 years ago and few people had anything good to say about it, then that may be closer to the mark.
Also, where is this City of Heroes 2? Comic genre MMORPG lovers are dying here. Champions is an also-ran, and is part of the NCSoft axis of evil anyway? DC Universe Online is a hideous, console-oriented button mashfest. Upcoming Marvel Online is even worse, where you get to, er, are only allowed to "play your favorite Marvel characters online!" Driving off a cliff before the turd is even released.
Marvel, that should be a side game within a real game, which should not be a console mashfest because you are looking at larger console markets as statistical insurance of success.
(-1: Post disagrees with my already-settled worldview) is not a valid mod option.
and I ask for citations again.
GW2 is not pay-to-win. The pay-for items are all vanity items. You can buy experience boosters but they don't do you much good in PvP since your PvP build is max level the moment you roll up your character.
You're quite sure about that?
Making $1000 over costs could be considered "making money", but that doesn't mean they weren't just basically breaking even anyway, or were making so little that it doesn't justify the staffing requirements and work to keep it going.
Guild Wars 2 is a bad example; that was developed by Arenanet here in the US, not by NCSoft.
My thugs/traps Masterming could have solo'd the whole damned company, South Korean military included.
(-1: Post disagrees with my already-settled worldview) is not a valid mod option.
Keep in mind that in GW2 you can buy gold directly from NCSoft, as well as some exclusive items. I'd wager the average regular player may end up spending more per month than the average cost of a subscription, as there's plenty of people that have spent hundreds of dollars on gold and items already.
If I recall City of Heroes is an comic book themed MMO. I had always wanted to play it, but I was under the impression that it was subscription based so I avoided it. I like the MMO genre and am currently playing Champions Online (F2P). I don't expect the world to last for ever, even when I do invest some cash into the game. One of the reasons though, that I will consider spending cash for, is that Champions Online is also based on the pencil & paper RPG. The servers may shutdown, but I will always have my character and as long as my boys and other friends play, I will always have access to the world. And I find traditional RPG games to be far richer than computer aided games, but on the other hand they are much slower to play and require a good crowd.
How about Everquest's (original) competitor Asheron's Call. Never as successful but still hanging on. :O
However the amount of content is a bit mind-numbing after 13 years of monthly updates...so like update 140 now
Sounds a bit premature if they weren't losing money yet. Been there....Motor City Online only made it 2 years? there were hundreds of people ONLINE when they shut it down :( Was upsetting to spend a year learning how to build my cars and get shut down just when you master it....
City of Heroes had a cash shop also. Not as mandatory for the PvP-based GW2, but I consider the comparison a wash. CoH players spent more cash on costumes than GW2 players spend on elite equipment.
Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
Bioware/EA had no control. But Lucas Arts certainly did. It has been confirmed the only reason SWG closed was because Lucas didn't want to extend the license and have 2 Star Wars MMOs at the same time.
SWTOR killed SWG period.
obvious money to be made, yet a company seems to have no interest in making it.
Its a Disney or Time oldies like thing, put IP back in the "vault" and drag it out later when its covered in yummy nostalgia. In another 50 yrs Pacman is really gonna be worth a shitload.
They can have my command prompt when they pry it from my cold dead fingers.
If it's profitable, and people want to keep it around, why hasn't someone bought it off them?
They just want to kill it? No sale considered?
Could someone kickstarter this? The product is DONE, they could just buy the software and code for ohhh... a few million. Give the people who buy into it 6 months free, then open source the thing and keep it alive.
Cwm, fjord-bank glyphs vext quiz
Does not seem very likely...
Speaking as someone working for a large host, one of our largest customers, a re-seller had some 3000 servers with us, and were paying around $2m/mth.
That would still leave them with 1000 possible servers to host the service on.
Far different games.
In the three months since release, ArenaNet has basically denounced all of their big "in development"/"pre-release" design philosophy in favor of a more "mainstream" approach (vertical gear progression, direct interference with the in-game "economy", gated content) and most efforts feel like their angled toward making the real-money shop a requirement rather than a convenience.
Beyond the backstory and the title, GW2 has almost nothing in common with Guild Wars.
A sign of the apocalipse, no doubt.
FTFU
p2w = Pay to Win? If so, I fail to see how anything in the GW2 shop is "pay to win". Yes GW2 has a cash shop, but that is not intrinsically a bad thing. You are not forced to use it. Heck, you can convert the ingame currency to "gems" which is the cash shop currency and never need to spend a dime.
Two things: I wouldn't call GW2 "pvp-based". It's pretty lacking in major features. Secondly, I can't think of anything that pvp-players need to buy from the cash shop. It's the opposite of mandatory
I've never played CoH. But who is going to buy CoH2 after they screwed CoH like that?
It's still making money! Just keep it going. If your new game is good enough, people will jump to it, and your old game will start losing money. You prepare the players and developers for the end (say shutting down in X months). Set up an epic end of the world battle against some big villain (have it repeat every X hours- since servers WILL crash), then big villain wins, everyone dies, then have a "heaven/credits scene"- big party, fireworks etc. Everyone has closure - players, developers etc. They move to the new game or find something else. There will still be complainers but nobody that matters to your bottom line will care.
Do it well and it could be considered as marketing for the new game. After all wouldn't you be more inclined to spend $$$ and time in their new game if their old game ended well?
They can't easily change GW1 to be what GW2 is like.
They are very different games. Many GW1 players still prefer GW1 to GW2. I'd say the more casual players of MMOs like WoW might like or even prefer GW2.
In GW1 you can go around doing PvE with your private custom army using heroes and mercenaries - which can be fun for some people. You can assign skills to heroes and control them. The gameplay mechanics are different. It can be quite technical too. You can only have 8 skills at a time, but there are hundreds to choose from, and many are very powerful, and a number are pretty interesting in the effects (it's not the boring "heal, big heal" or "fireball, bigger fireball" that are common in many other MMOs[1]). Many GW1 skills would be overpowered in GW2's more massive PvP formats, or they won't work at those scales. So while GW2 is similar to GW1 in that you can only have 9 skills at a time (OK it's more complicated than that but...), the skills have to be different.
GW1 has significant flaws - you can't queue for PvP while doing something else interesting in game. So this causes many PvP formats to die due to lack of players (nobody wants to wait around indefinitely for enough people). The problem is it would not be easy to create such a feature, since the sort of skills you'd bring can differ a lot- different PvP or PvE. And some PvP formats require teams to have builds that work well together - you can't throw a random bunch of people together- if they all turn out to be healers they can't kill anything.
With GW2 there's no real healer class - everyone is responsible for their primary healing. So there's no healer to blame ;).
GW2 encourages players to help each other in PvE. GW1 is neutral to negative in this aspect -you can have your own private army, you don't need to team up with anyone else.
[1] Examples of interesting GW1 skills:
http://wiki.guildwars.com/wiki/Visions_of_Regret
http://wiki.guildwars.com/wiki/Diversion
http://wiki.guildwars.com/wiki/Wastrel's_Worry
Use a skill get punished -get damaged or can't use it again for a long time. Don't use a skill get punished too.
Also: http://wiki.guildwars.com/wiki/Shield_of_Absorption
The more the target gets hit the less damage the target gets.
+5 funny
Allowing weird characters in names so no-one can type them is the worst thing a developer can do.