Which brings me to the next point. I don't adhere to the narrative that if PGI didn't come along or if PGI has to give up MW eventually years from now that MW itself would just disappear, because there is an old aging fanbase with experience, and ex-MW devs out their in the gaming industry. And the real Kick Starter is a popular way to jump-start once niche game genres (Example is Brian Fargo's Wasteland 2).
And now there is no competition for a MVP MW game to keep PGI on their toes. I can no longer download MW4 legitimately, and MW:LL basically agreed to stop so MWO would have NO competition. Even the MekTek team that kept MW4 alive for years and added stuff for free wanted to do something with the franchise, but now they can't.
Microsoft took one look at this developer's resume and said yes ONLY because it is a MVP, so they did not have to worry about any enormous losses. They could absolve themselves and wash their hands, and pat themselves on the back, even if it possibly meant a detriment to fans.
And now we have a game where the developers or at their sister company IGP insisted on being developed around a payment model for a niche game with a small player following compared to what they "dreamed" it would be (i.e., WoT). This game is notorious, like some other terrible F2P models, actually hinders you so you limp through the game at every turn if you ain't a "meta-lord," from its weird balancing see-saw, forced upgrades to stay competitive, excruciating grind ("hey, pay us some money, we'll make it a LITTLE less excruciating, what'daya say?"), no stock mode for new/old players, and many other things.
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A bit of retention is a good thing. I don’t want to sell you a game which you only enjoy for ten minutes. But when you start prioritizing volume of player time over quality of player time, then you start asking yourself all sorts of bad questions: is this section too fun? Could we make this last longer with the same content? You start diluting, basically.
More fundamentally, at every point in an f2p game you’d like to say to the player: you are having some fun now. If you pay us some money, you can have more fun ["Buy a Dragon Slayer for your Meta Needs, what'daya say?"]. How is that a good thing to design around? When I’m designing my old-fashioned pay-once game, I’m saying: I’d like you to have the most fun, all of the time.
Yeah, at its base, the shooting a laser at a Mech stuff is fun in the game, but the stuff holding mechanics together is a thin thread, and the box built around it is filled with holes, topped off with an game pay model that aggravates older players like myself. If it succeeds, great, I don't want it to crash and burn - its just a game and I have other games. If I have to wait 4 years for a Stock Mode great, something to look forward to, because I'm a rarity in that I don't care about CW with Meta Mechs.
Edited by General Taskeen, 27 May 2014 - 04:12 PM.