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I saw a post by @Sebastian Persson on Reddit found here:
https://www.reddit.com/r/MMORPG/comments/9glyer/_/e655xi5
Wherein he is plainly discussing the challenges of making a full loot PvP game. Seb gives a lot of really sound reasons for MOs lack of popularity and success, I commend him for his honesty and introspection. Then he added, with some subtle hesitation I think, that the market for Full Loot PvP games isn't that large and not a great niche for making money. My first reaction was, that's a load of horseshit. Then I thought about it with respect for my apparent bias for hardcore games. Are Full Loot PvP games really rare? Is it a small niche destined for marginal communities and failure, or was my gut right; Seb isn't accepting that MO isn't pulling it off the basic level that can allow those interested to enjoy the experience. I am definitely not in the "modern gamer" niche as people describe it, I don't like themeparks, fps (other than Battlefield 2 and 3), or Royale games, I will not be downloading Kitten'd. Yet, I see games like Dayz, Ark, Rust, Conan, Eve, Albion, LiF and more games in the pipeline, with full-loot pvp as a prominent feature, making money and with substantial populations. Even fortnite has full loot, minus the grind.
I bring this up because I may be wrong, but if I'm right, that it's not the core concept of full-loot pvp turning people off, that it's the implementation and the thousands of other reasons people cite as for not playing MO, then the belief is self-limiting. Expectations for what this game could be are lowered. Is it a rationalization for the failure, or are there really only a thousand people in the world truly interested in a full loot pvp game like MO?
Is the insecurity about the core concept making Seb limit his thinking about what people will tolerate and what people actually want to experience? He cites thievery and planting items, issues that would have been mostly moot if the blue flag, stolen items changes were implemented, as this is a guarded town activity. What other features have been hacked to bits or mangled with compromise in an attempted appeal to these "modern gamers"? How many man hours will be spent wasted creating a carebear zone that may only further weaken the vision? A half measure away from full-loot pvp is definitely a core concept of the newb island perhaps revealing this insecurity in the most profound way.
I think Full loot PVP might have been a blessing to this company. From a business development standpoint, having a unique take on an MMORPG is probably what has allowed SV the success it has achieved. Take that same money, time, and manpower and attempt a Themepark. I imagine the hardcore dedicated fans would have never existed and servers would be down after 6 months. I wish they would be more proud of what they have attempted wtih MO, and I think it could be the great full loot pvp game that we all want to see, and it doesn't need to soften the full loot, it needs to polish and perfect the PvP and PvE.
Am I wrong?
https://www.reddit.com/r/MMORPG/comments/9glyer/_/e655xi5
Wherein he is plainly discussing the challenges of making a full loot PvP game. Seb gives a lot of really sound reasons for MOs lack of popularity and success, I commend him for his honesty and introspection. Then he added, with some subtle hesitation I think, that the market for Full Loot PvP games isn't that large and not a great niche for making money. My first reaction was, that's a load of horseshit. Then I thought about it with respect for my apparent bias for hardcore games. Are Full Loot PvP games really rare? Is it a small niche destined for marginal communities and failure, or was my gut right; Seb isn't accepting that MO isn't pulling it off the basic level that can allow those interested to enjoy the experience. I am definitely not in the "modern gamer" niche as people describe it, I don't like themeparks, fps (other than Battlefield 2 and 3), or Royale games, I will not be downloading Kitten'd. Yet, I see games like Dayz, Ark, Rust, Conan, Eve, Albion, LiF and more games in the pipeline, with full-loot pvp as a prominent feature, making money and with substantial populations. Even fortnite has full loot, minus the grind.
I bring this up because I may be wrong, but if I'm right, that it's not the core concept of full-loot pvp turning people off, that it's the implementation and the thousands of other reasons people cite as for not playing MO, then the belief is self-limiting. Expectations for what this game could be are lowered. Is it a rationalization for the failure, or are there really only a thousand people in the world truly interested in a full loot pvp game like MO?
Is the insecurity about the core concept making Seb limit his thinking about what people will tolerate and what people actually want to experience? He cites thievery and planting items, issues that would have been mostly moot if the blue flag, stolen items changes were implemented, as this is a guarded town activity. What other features have been hacked to bits or mangled with compromise in an attempted appeal to these "modern gamers"? How many man hours will be spent wasted creating a carebear zone that may only further weaken the vision? A half measure away from full-loot pvp is definitely a core concept of the newb island perhaps revealing this insecurity in the most profound way.
I think Full loot PVP might have been a blessing to this company. From a business development standpoint, having a unique take on an MMORPG is probably what has allowed SV the success it has achieved. Take that same money, time, and manpower and attempt a Themepark. I imagine the hardcore dedicated fans would have never existed and servers would be down after 6 months. I wish they would be more proud of what they have attempted wtih MO, and I think it could be the great full loot pvp game that we all want to see, and it doesn't need to soften the full loot, it needs to polish and perfect the PvP and PvE.
Am I wrong?
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