Every game is just as much about the journey, and the only difference between an MMO-RPG and an RPG is the social aspect. It's harder than classic, they made leveling easier, and yet their numbers are much lower.Įverything you've stated is an opinion, not a fact. Another example is Season of Master, which has been mostly a flop so far. People are either chasing a memory or trying something new or just playing a game they enjoy. It's not hard, the hardest content is released in retail, for sure. It's not new content, it's all available in retail. The foil to your argument is the success of Classic WoW/TBC. If you’re not ready for and cannot support MMO behavior, don’t release your MMO “People are playing too much” isn’t a legitimate reason for not having content. Lost ark released with thousands of hours of content. Saying people go overboard is blaming the user, for simply playing the game. It gives you more social status so more groups want you and a leg up in the economy because you have access to gear other people can’t or won’t get. It’s all about having better gear than the other people around you so you can do content before everyone else. ![]() In world of Warcraft, server first are a huge deal. Your legendary drops are useful until the next expansion. When you reach endgame, things are more persistent. People rush through leveling because they don’t get to keep any of that gear in the end game. MMOs are usually about end game content, not leveling. Just needs more engaging gameplay loops, activities, grinds. If they just keep it up, it has a chance. ![]() With that team size, I'm honestly impressed they managed to pull off as much as they did already. It released badly broken, it's mostly placeholders right now. And by content I don't mean one-and-done quests, but some kind of engaging, repeatable content that will keep people entertained and coming back. You have to either keep cranking out engaging content at a good pace, or release a game with a metric fuckton of it to begin with. MMOs, in general, are really difficult to keep alive and active. A bad plan, imho, but the plan nonetheless. Is it unexpected? No, it was the plan all along. For example, After the Fall is supposed to release an update with a new map soon, but I couldn't care less, between Zenith and Warhammer 3 and No Man's Sky Sentinel update I have my hands full as it is. Not only do you have to make yours look attractive enough to come back to, but you have to beat out the game they're currently enjoying. And almost impossible if they get attached to some other game. Because from my experience, once people move on, it's really difficult to get them back on board. Personally I don't think it's wise, more effort should have been made to keep people engaged. Come back for updates, then move on again. If I remember correctly, the devs themselves said that they expect people to come and go. ![]() Thanks for being such an amazing community, we can’t wait to show you what’s next! Timed content that you can’t "grind through" within a day of release - things like dailies, etc. Additional skills that expand the gameplay outside of end-game that will keep more casual players coming back for more Some super secret end-game content (want to do a special reveal for this) Here’s a little sneak peek of our upcoming first Major Update we’re working on: So what’s next? Right now, we are working on a TON of end-game content which will give lots to do after beating the main game and is the start of content updates that will drive retention rates up. Also know that an ebb and flow is also quite natural for MMOs in general and we expect regular content updates will keep players coming back for more. It’s important to note that Steam accounts for just a small percentage of our playbase and is not remotely representative of the game as a whole. With current player numbers among all platforms, we are still above forecasts. Building out Zenith in conjunction with our wonderful community will make a better game in the end and has already opened doors for the game that wouldn’t have been opened otherwise. Releasing when we did was a very thought-through and conscious decision and we are still very happy with that decision. We love how much our community here cares about Zenith being a success long term, it really means a lot to us! You can rest assured though that we've not only mapped out a massive roadmap for many years to come with rich, meaningful content for Zenith, but also have a roadmap for keeping a strong community and player base.
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