Heffay, on 09 March 2015 - 12:30 PM, said:
It had a lot of things. A robust player base wasn't one of them. PGI is orders of magnitude ahead of MW:LL there.
Which leads to the question: If MW:LL had all these features and was so far beyond what MWO has today, why weren't they successful? Fancy features aren't what makes a game successful. Game play trumps all.
And the game play for MWO is spot on perfect. It's why people who have a life-long hate of PGI and anything remotely associated with them continue to play the game today: It's just downright fun. Oh sure, they'll say stuff like "I only play it because of my friends", but that's being quite disingenuous. The only people who do that are the kinds of people your mom warned against; the kinds that will jump off a bridge hoping you'll follow.
Has anyone ever procured this alleged document?
Because you had to own Crysis, which means instead of having everyone as a possible player, only the people who bought or pirated Crysis were your possible player base, and as time went on, the player base of the host game, got smaller and smaller, thus the MWLL base got smaller and smaller.
It was a mod.
You rarely see a mod become DoD or Counterstrike, and when you do, its because it was sold to someone who could develop it in a timely manner to a quality that people would pay for. All mods die that dont get sold.
Do you have any idea how popular Action Quake was? The original Team Fortress? Infestation? Railwars? Science and Industry?
Who plays these things now. No one. Mods die. Its a fact of life. The best gameplay in the world will only subsist a game for so long. Otherwise we'd all still be playing Quake 2.
Not to mention, even with several million people playing Half Life, Counterstrike before it was sold, rarely had more than a few thousand people playing it at any given time. And thats one of the most successful games ever made.
Edited by KraftySOT, 09 March 2015 - 12:43 PM.