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Guess some of you should rethink whether UO is a failure or not.

W

Woodsman

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Regarding the negativity, though sometimes Uhall can be dishearteningly so, having read the SWtOR official forums in the days after the F2P announcement; this place is practically Pyrovision!
These forums are very tame compared to the Warhammer Online forums at BioWare.com. Some of those people are convinced Warhammer Online is close to being shut down.
I honestly don't think these boards are really that negative. And there are plenty of fanboys to counter the chronically negative as well.
Actually I think the most negative people have probably left long ago. There are probably some negative types who are hanging around until the anniversary to see what happens before deciding whether to quit.
TOR going f2p so soon just really seems like they had it planned out. Otherwise why wouldn't they give the population a longer time to stabilize?
It really seems like they were not expecting SWTOR subs to drop by nearly 50% barely 6 months after release.

If they had planned for this, they wouldn't have to wait until November, they would have just rolled out F2P SWTOR during yesterday's financial call.
 

Cirno

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TOR going f2p so soon just really seems like they had it planned out. Otherwise why wouldn't they give the population a longer time to stabilize?
The investors might've been overly twitchy, over the pretty steep decline in subs (from around 1.7 million to "dipped below 1 million" in 8 months).
Apparently, since the F2P announcement, EA stocks rose 6%, which is above the market rate... Or whatever the right word is; they did pretty well out of the announcement.

Oh, and it occurred to me that the link mightn't have been clear.
I compared Uhall to http://i.imgur.com/Ulcqr.png
Y'all are practically pooping rainbows compared to some of the stuff I've read these last few days ;)
 

Cirno

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These forums are very tame compared to the Warhammer Online forums at BioWare.com. Some of those people are convinced Warhammer Online is close to being shut down.
I can't actually think of a single time in its life when WAR wasn't "terrible", and would/should be shut down.

It really seems like they were not expecting SWTOR subs to drop by nearly 50% barely 6 months after release.

If they had planned for this, they wouldn't have to wait until November, they would have just rolled out F2P SWTOR during yesterday's financial call.
I don't believe that's entirely right.
Throughout its (short) life, BioWare have been giving frankly enormous windows on their announcements.
They've been working through server merges for two months, and still haven't made a final announcement on what they'll be doing to empty the origin servers of lingering players/characters.
 
W

Woodsman

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I am getting insulted by asking for some positive criticism.
The UO team communicates less with us now, than it did in July of 2011. And in July of 2011, they communicated with us less than they did the previous year.

If we want to know about new UO wallpaper, why cats and dogs are donated to the cities, whether we will get a scroll made available during an EM event, whether they are fixing a faction bug, or whether blight cures count, then the UO producer will tell us. That's the only things she's said publicly for the month of July.

But if we want to know about things like the future of UO? Future? Pffft! What's that?

This thread is about failures and MMORPGs. Every MMORPG I've played that ran into serious problems and/or was ultimately canceled, guess what the first signs of trouble were next to player populations? Layoffs and a lack of communication.

UO has lost at least 9 members of the dev team over the past year and as far as we know, less than half have been replaced. Communication is worse now than when Jeff Skalski said it was "poor" almost a year ago.

We're less than 2 months from the biggest anniversary UO's ever had, next to it's first year. Show me how I can get some positive criticism out of all of this?
 
W

Woodsman

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I can't actually think of a single time in its life when WAR wasn't "terrible", and would/should be shut down.
I can think of a time when it wasn't terrible.

August of 2008.
 

Cirno

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I can think of a time when it wasn't terrible.

August of 2008.
WAR was some of the most fun I've had in an MMOG.
I feel they did a lot right with it. It's just a shame that anything that gets done right in an unpopular MMOG gets buried.
 

Tanivar

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So you think that all this Negative re enforcement will actually make ea/bioware move any faster into changing/ fixing our game? I guess you were raise in a poor environment
.
Unless they are very slow on the uptake, it should encourage "changing/fixing our game".

When a large percentage of your vocal customers, clearly do not like what you are producing, you are clearly doing something wrong and should make changes.

When your customers are leaving more quickly than new customers come in, you are clearly doing something wrong and should make changes.

Listening to your customers is a good idea. What they say about your product will give you information on where it needs changes, improvements, or major changes and where you've done good work and got it right.

Sheltering the Devs from reality isn't a good thing to do. It's like all the kids in school who they are making sure feel good about themselves instead of making them learn they're lessons, they will be in for a real bad experience when they get out of the sheltered environment they are in and are exposed to real life.

Ever wonder why there are so many free shards out there? It's because UO is no longer providing what their former customers enjoyed about the game, and so those former customers went where they could have what they enjoyed about the game.

Playing ostrich is not a good survival technique. It results in a very Darwin situation, your business gets replaced by one with an owner with more intelligence.
 
W

Woodsman

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WAR was some of the most fun I've had in an MMOG.
I feel they did a lot right with it. It's just a shame that anything that gets done right in an unpopular MMOG gets buried.
It feels like it never got a chance. Maybe 6 more months of development was needed, but you can say that about many games.

EA just doesn't really know how to do MMORPGs. It's not just the institutional lack of communication between say the Mythic MMORPGs and the players/customers.

I know what the problem is. The Mythic MMORPGs need new names.

Warhammer Online 2010
Wrath of Heroes 2012
Dark Age of Camelot 7
Ultima Online: High Seas 2010
Ultima IV 2
etc.

EA puts a lot of effort into games that have years or numbers tacked on to the end.
 

Driven Insane

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I'm just saying, you (anyone reading this) probably wouldn't want to admit in a poll where you live, who you live with, how old you are, what the desk or couch around the computer, that you use to play this game, looks like.
I'd answer all of those and I think you'd be surprised at how many of us have very happy lives, successful marriages, happy children, well maintained yards and homes and yes....... still have time to play the game and yack on the forums :)

P.S. My house and yard are immaculately clean and well maintained. Same with our 4 vehicles.

Just for fun, here's our office. No trash on the floor or past meals rotting in the corners ;)

 

LordDrago

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I'd answer all of those and I think you'd be surprised at how many of us have very happy lives, successful marriages, happy children, well maintained yards and homes and yes....... still have time to play the game and yack on the forums :)

P.S. My house and yard are immaculately clean and well maintained. Same with our 4 vehicles.

Just for fun, here's our office. No trash on the floor or past meals rotting in the corners ;)

Beenie Babies?
If your Voltron had arms that could articulate to a facepalm he would!

:D:danceb::D
 

Nexus

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I have a feeling they had this built in from the beginning as well. I don't see how they could have just engineered the game for the f2p set up like that so quickly unless already had it ready to switch over, and thought they would milk the sub only model for a while.
I've been pondering similar.
The F2P model fits too well for me to believe that they just didn't think of it, and although the last big patch (publish) was a little light on content, which could be explained by focusing development bandwidth on the F2P systems, a corner of my mind's reminding me that it took LotRO something like 6 months to develop their F2P model into the game (SWtOR's only 8 months and change).

Regarding the negativity, though sometimes Uhall can be dishearteningly so, having read the SWtOR official forums in the days after the F2P announcement; this place is practically Pyrovision!

Depends on how they coded things from the start. Depending on how things were defined and organized in the original coding it might be pretty simple to swap over. They obviously already have things in place to track a lot of things we don't think about like what space missions you've ran since you get reduced XP after the first time, which Flashpoints and Operations you've completed so you can qualify for HM, etc. They track PvP with not only the Ranking system but for Dailies and Weeklies already, which quests you can take based on character level and faction. On planets like Nar Shaddaa where Imperial and Republic players use the same area, the Promenade and parts of Voss for example, as their central point it tracks factions for access to the Speeder, and Quick Travel points. The Legacy system has a ton of what are basically toggles in place for characters, and expanding Cargo Hold and Inventory space is tracked by character, it seems to me it would be rather easy to flag some of these based on Subscription, without having to heavily modify everything else. Also it's quite possible that the inclusion of a Micro-transaction Market was always planned and the frame work included from the start regardless of if the game was going to shift to F2P or not, actually that seems likely since considering the Pre-Order Gifts, and the Special perks for buying the Razer accessories that were available at launch.
 

Petra Fyde

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Listening to your customers is a good idea. What they say about your product will give you information on where it needs changes, improvements, or major changes and where you've done good work and got it right.

Sheltering the Devs from reality isn't a good thing to do. It's like all the kids in school who they are making sure feel good about themselves instead of making them learn they're lessons, they will be in for a real bad experience when they get out of the sheltered environment they are in and are exposed to real life.

Ever wonder why there are so many free shards out there? It's because UO is no longer providing what their former customers enjoyed about the game, and so those former customers went where they could have what they enjoyed about the game.
1. Listening to customers is a great idea - but when 90% of the advice you're getting is conflicting, how do you know which advice to follow?
In pvp particularly, the posts we see demanding 'balance' in many instances translates as 'nerf every template but the one I play'.
When there genuinely is a problem we have seen considerable efforts to address it.
On factions they haven't a prayer, many of the recent changes have been the suggestions of players, and then derided by other players. They must be tearing their hair out in frustration.

2. Sheltering the devs from reality isn't what we try to do here, merely ask people to phrase their suggestions constructively and without personal attacks. Calling them names is never going fly. Be constructive, be polite, be respectful and it will remain visible.

3. Freeshards. No, I don't wonder why people go to freeshards for several reasons. a. they're free. b. they're customized to appeal to a particular playstyle and c. they allow all the 3rd party programs that EA servers don't. And while people on here can deride EA's efforts at preventing cheating, some accounts do get banned for it. Not as many as some of us would like, I agree, but it does happen.
 

Uvtha

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I'd answer all of those and I think you'd be surprised at how many of us have very happy lives, successful marriages, happy children, well maintained yards and homes and yes....... still have time to play the game and yack on the forums :)

P.S. My house and yard are immaculately clean and well maintained. Same with our 4 vehicles.

Just for fun, here's our office. No trash on the floor or past meals rotting in the corners ;)

Holy ****! Is that a monster in my pocket display on the wall?!?!
 

Uvtha

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Depends on how they coded things from the start. Depending on how things were defined and organized in the original coding it might be pretty simple to swap over. They obviously already have things in place to track a lot of things we don't think about like what space missions you've ran since you get reduced XP after the first time, which Flashpoints and Operations you've completed so you can qualify for HM, etc. They track PvP with not only the Ranking system but for Dailies and Weeklies already, which quests you can take based on character level and faction. On planets like Nar Shaddaa where Imperial and Republic players use the same area, the Promenade and parts of Voss for example, as their central point it tracks factions for access to the Speeder, and Quick Travel points. The Legacy system has a ton of what are basically toggles in place for characters, and expanding Cargo Hold and Inventory space is tracked by character, it seems to me it would be rather easy to flag some of these based on Subscription, without having to heavily modify everything else. Also it's quite possible that the inclusion of a Micro-transaction Market was always planned and the frame work included from the start regardless of if the game was going to shift to F2P or not, actually that seems likely since considering the Pre-Order Gifts, and the Special perks for buying the Razer accessories that were available at launch.
Beats me man, you clearly know more about it than I. :p
 

Tanivar

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3. Freeshards. No, I don't wonder why people go to freeshards for several reasons. a. they're free. b. they're customized to appeal to a particular playstyle ...
Failing to offer all three of the major variations on the game are a big reason for this and cost EA a lot of paying customers. They should have shards that offer 1) the game as it is now with it's heavy focus on items. 2) The game without the heavy focus on items. 3) The game like Siege, all Fel ruleset, but without Siege's variations on the normal rules. Perhaps both with & without the heavy focus on items.

How many more would play a world on the idea of Siege, if Npc's bought things, and faster traveling by spell was possible to eliminate the waste of playtime getting back and forth from place to place? Perhaps enough to even supply plenty of prey for the PKer types?
 
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Coldren

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I want to know who said SWTOR is a failure...

If UO runs another 13 years, 3 months with 50k subs it will make what SWTOR did off of pre-order sales. Kinda puts things in perspective a bit.
This may be true, but I'd ask this: If you added up the total profit, operating cost, and development cost for the past 15 years of UO's existance, how close do you think it gets to the 200 MILLION dollar DEVELOPMENT cost of a game that has gone free to play in less than a year?

This, also, puts things in perspective a bit.
 
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Uriah Heep

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I'm actually surprised to already be hearing about TOR going f2p. Makes me even more bothered by EA/Mythic attitude towards games in general. I certainly hope UO doesn't go f2p, cause if it does, I'm not sure I would buy stuff from the store...too many complaints about bad codes and functionality. Plus I can see them selling ya a load of stuff from the store, makin that quick money grab, and then shutting down. Remember this is the company who, evidently:

1. Launched TOR with the ability to switch to f2p practically built right in. But they didnt mind bilking the true players out of no telling how much money by making them pay $50'ish to get it launched.

2. Installed ATMs in Sims, so you could punch in your CC and buy Simoleans. Good money grab there too, after 3 months or so of taking peoples money in those, they closed the game...

So for me, RL cash to this corp is pretty much outta the question, except for the monthly usage fee.
 

Uriah Heep

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This may be true, but I'd ask this: If you added up the total profit, operating cost, and development cost for the past 15 years of UO's existance, how close do you think it gets to the 200 MILLION dollar DEVELOPMENT cost of a game that has gone free to play in less than a year?

This, also, puts things in perspective a bit.
LOL
I read that 200 million figure somewhere else too...I bet it's close. Wonder how much of that Lucas got? ;)
 

Nexus

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This may be true, but I'd ask this: If you added up the total profit, operating cost, and development cost for the past 15 years of UO's existance, how close do you think it gets to the 200 MILLION dollar DEVELOPMENT cost of a game that has gone free to play in less than a year?

This, also, puts things in perspective a bit.
Let's be generous and assume UO has had 100,000 subs on average for the entire 15 years.

100,000 x $12.99/month = $1,299,000 x 12(months in a year) = $15,588,000 x 15(years active) = $233,820,000

At that rate in 15 years UO has barely covered SWTOR's development costs from subscriptions. I have no idea how many boxes sold back in the day so I can't add that to it.

But like I said before going Free to Play is not a sign of failure, the market is and will continue to change, EA is finally catching on and trying to adapt to it. Even without a change SWTOR is bringing in more $$$ a month than UO is in 18 months.
 

Coldren

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Let's be generous and assume UO has had 100,000 subs on average for the entire 15 years.

100,000 x $12.99/month = $1,299,000 x 12(months in a year) = $15,588,000 x 15(years active) = $233,820,000

At that rate in 15 years UO has barely covered SWTOR's development costs from subscriptions. I have no idea how many boxes sold back in the day so I can't add that to it.
Very generous numbers, to be sure. So that would be UO's NET income. It's hard to say how much net income EA has generated in sales and subscriptions for SWTOR, but hold on to that thought.

Let's also assume, without any factual information whatsoever (read, completely pulling numbers out of thin air) that they have spent, I don't know, 75 million on development, staff, infrastructure, and other support costs. I can't imagine it's actually that high, but we'll run with that for the moment.

Based on that wild assumption, UO could conceivably have raised $158,820,000 in NET PROFIT with the proviso that as you stated, we do not know what box sales and the online store have generated, so it's actually higher.

It'd be very hard to tweak the numbers in such a way as to realistically predict that UO has not only recovered it's development and operational costs, but also generated an equal amount of profit. For SWTOR to do the same, it would have to have generated a net income of almost half a billion dollars. Granted, it's much younger, and it may do so in time, but it certainly hasn't yet.

This begs the question:

If this game, as it stands, is a good game, supposedly better and with a broader appeal than UO, why would you change the payment model when the potential income would be great, especially after a long period of time, as UO has demonstrated, so soon after release? What business sense does this make?

For me, the answer is this:

The only reason you would drastically change the model is if you know the GAME, not the MARKET, isn't good enough to support it. The "market" didn't up and decide in 6 months that it no longer wants to pay for a subscription for an MMO - Just SWTOR's market. People have always wanted something for free. That's just human nature. HOWEVER, people still gladly hand over a monthly fee and microtransactions for WoW, to say nothing of games like DAoC, EVE, The Secret World, and even little old UO (Which, by the way, people have MULTIPLE accounts.. I want to see a WoW player that has 10 accounts like some UO players have claimed).

The shadowy "Market" is their cover story, not the real reason. I'd bet good money that since they fired a significant portion of their staff (Not the typical post-release firings, but actual core group firings), their senior developers and leads leaving the company, and now with even supposedly members coming from SWTOR to work on UO (Say hello to our new Art Lead!), it's a systematic failure whose implications are not yet (and may never) be fully known.

They know people won't continue to pay for the game, so they put it up for free and hope, in their own words, that it draws in people and gets them to pay for it in smaller amounts. This isn't "adapting", this is struggling when viewed from the context that it was not the initial intent for this game.

I'd wager, just like other F2P games, content releases will get even farther apart and will be significantly smaller in scope. Sure, it'll survive. But I'd wager it'll never make what they expected it to. LOTRO didn't grow in leaps and bounds when it made the switch, or EQ2. They did, however, survive.

If you spend nearly a quarter of a billion dollars on just one thing, and it doesn't get what you expected it to.. Well.. I and the world at large (especially those not in the game industry) are going to consider that a failure. And not only from that perspective, but now that this colossal cluster*** has happened, you're going to see the purse strings for genuine MMO's to be pulled even tighter, taking less risks with fewer backers. And that is going to hurt everyone, not just UO or EA.

The industry as a whole better hope that Blizzard's project Titan is as much of a success as WoW was. Lightning needs to strike twice for this market to recover from the litany of financial failures it has endured since WoW's release. And maybe then, people will FULLY understand that you don't complete with Blizzard on Blizzard's terms - You make your own rules, and your own game. Kinda like UO.

But like I said before going Free to Play is not a sign of failure, the market is and will continue to change, EA is finally catching on and trying to adapt to it.
I wouldn't put a prototype for a bullet proof vest on someone and then shoot them, so why as a business, would they make such a dramatic change with their flagship, premium genre game? I'd test it with the smaller ones, like UO and WAR (If I'm not mistaken, their free forever plan has the proviso that you can only get to rank 20, therefore, not fully free), if I was genuinely trying to see what a F2P market would generate.

On top of that, did you know that with this simple market change, people who don't pay the subscription won't be able to post on the forums, even for technical support? If this is what they see the F2P market becoming, a sold-as-is, fend for yourself product.. It's still horribly, horribly flawed.
 
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Lady Storm

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Over the years and there have been 15 of them to date that I have heard the rant ...... UO is a failure its gunna die......OOOoooooOOOOOoooOOoo

This is not from one person ether, over the years many have touted this theme. ( if I had a house for each player who chanted UO's death and demise... well I would own 90% of the housing on the shards!)

Yes our population is low but I can give you a few good reasons why it seems so bad when its not that bad off.
Population on most shards is low but why?
Simple answer was a guild campaign to bring the masses to Atlantic and a few other shards to keep its numbers up for the various reasons. It worked. I watched many guilds do the shard shuffle for months backand forth from origin to atlantic.... till one day they just stoped returning to origin. Origin became the "base " for materials.... champs for scrolls (big gold draw ) the resources were open for scripting once the massive players vanished the scripting went wild. I use Origin here as a example but it was not the only shard this happened to.

I was on Chessy for a few months and there for a time the shard was busteling along auctions, and fair to good pvp, luna was stuffed with players.... then I saw the mass exodus in under 2 months the shard was nearly a ghost town..... oh it today has a handfull of die hards same wiht catskills, or pac... many have populations but dont sit at luna bank. Tina can atest to this.

The harder answer right now is $$$. Many of the gamers are hurting. We lost alot of jobs and people are just keeping heads above water. I know we hide in game away from the real world but this does effect us. Higher costs in food from the drought will pull more from pockets, cost of gas and oil eat away at bank balances faster then a pvp'ers bad luck roll in fel!

The real world effects us.
Some have new girlfriends who dont play or want them to play... ah love it has such pit falls.....
Wifes, husbands and kids who need their attention in the rl world.... game time is short..... but the RL comes first as always
Work ...... many cant sneek in that lunch hour of UO like before ...HR is watching ..... UO is not worth loosing your job over..... not in this ecconomy

Bordom of lack of fun is only a mental fatigue of this lack of players... those who stay to pvp will tell you this. Those who play to craft and hunt and run with friends will tell you many of those friends have quit for one or more of the reasons stated or different but still valid reasons to leave a game.

UO is not a failure

Hardly but what we are is us. Plain and simple the game is US.

We make UO what it is and why its live today.

15 years and going.....
 

Cirno

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Coldren, you are oversimplifying :(
You can't really compare UO to other MMOs, because the gameplay dynamics are too dissimilar. People have multiple UO accounts for housing, storage, role-playing etc.
You could compare games like WAR and WoW and such, but comparing them to SWtOR doesn't work because the focus of SWtOR is on the story (like your typical BioWare RPG), rather than primarily on PvP, PvE raids or what have you.

If there was a failure, it was in launching an MMOG which focuses on story (which is a more finite activity than PvP/PvE) with a subscription.
But, they recouped their development costs while running the subscription model, so even that failure was pretty profitable.
 
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Woodsman

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Yes our population is low but I can give you a few good reasons why it seems so bad when its not that bad off.
Population on most shards is low but why?
Simple answer was a guild campaign to bring the masses to Atlantic and a few other shards to keep its numbers up for the various reasons.
5 years ago when UO had around 75,000 players, give or take a few thousand, it would be foolish to discuss whether UO would survive. UO had enough players to survive. When I took my last break, around that time, decent housing spots on the medium shards were hard to come by unless you paid millions in gold or spent real-life money.

When I came back over a year and a half ago, I had no problems placing 18x18s or towers. I filled up runebooks full of empty spots until I picked a spot I wanted. 75% of my shard did not up and move to Atlantic. I went through my old ICQ contact list, and I talked to people in game. The people I talked to on my ICQ list that had quit, didn't quit my shard and move to Atlantic, they quit, period. End of Story. Same thing when I talked to people on my shard about empty spots or about people I knew that I couldn't find. I wasn't regaled with tales of people moving to Atlantic, I was told this person quit this year, this person quit that year, this person let their stuff go IDOC last month, etc.

Sure UO can survive losing 175,000 players from 2003/2004 to 2007 or 2008. And it's obviously survived losing however many tens of thousands between 2007/2008 and now. But EA is not a charity and does not care much about UO other than how much profit it can milk.

If people don't start acting like there is a problem and start talking to the UO team and to Mythic and even EA, then we will not be talking about whether or not people are moving to Atlantic, we're going to be talking about which free shard people are moving to.
 

Nexus

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Very generous numbers, to be sure. So that would be UO's NET income. It's hard to say how much net income EA has generated in sales and subscriptions for SWTOR, but hold on to that thought.

Let's also assume, without any factual information whatsoever (read, completely pulling numbers out of thin air) that they have spent, I don't know, 75 million on development, staff, infrastructure, and other support costs. I can't imagine it's actually that high, but we'll run with that for the moment.

Based on that wild assumption, UO could conceivably have raised $158,820,000 in NET PROFIT with the proviso that as you stated, we do not know what box sales and the online store have generated, so it's actually higher.

It'd be very hard to tweak the numbers in such a way as to realistically predict that UO has not only recovered it's development and operational costs, but also generated an equal amount of profit. For SWTOR to do the same, it would have to have generated a net income of almost half a billion dollars. Granted, it's much younger, and it may do so in time, but it certainly hasn't yet.

This begs the question:

If this game, as it stands, is a good game, supposedly better and with a broader appeal than UO, why would you change the payment model when the potential income would be great, especially after a long period of time, as UO has demonstrated, so soon after release? What business sense does this make?

For me, the answer is this:

The only reason you would drastically change the model is if you know the GAME, not the MARKET, isn't good enough to support it. The "market" didn't up and decide in 6 months that it no longer wants to pay for a subscription for an MMO - Just SWTOR's market. People have always wanted something for free. That's just human nature. HOWEVER, people still gladly hand over a monthly fee and microtransactions for WoW, to say nothing of games like DAoC, EVE, The Secret World, and even little old UO (Which, by the way, people have MULTIPLE accounts.. I want to see a WoW player that has 10 accounts like some UO players have claimed).

The shadowy "Market" is their cover story, not the real reason. I'd bet good money that since they fired a significant portion of their staff (Not the typical post-release firings, but actual core group firings), their senior developers and leads leaving the company, and now with even supposedly members coming from SWTOR to work on UO (Say hello to our new Art Lead!), it's a systematic failure whose implications are not yet (and may never) be fully known.

They know people won't continue to pay for the game, so they put it up for free and hope, in their own words, that it draws in people and gets them to pay for it in smaller amounts. This isn't "adapting", this is struggling.

I'd wager, just like other F2P games, content releases will get even farther apart and will be significantly smaller in scope. Sure, it'll survive. But I'd wager it'll never make what they expected it to. LOTRO didn't grow in leaps and bounds when it made the switch, or EQ2. They did, however, survive.

If you spend nearly a quarter of a billion dollars on just one thing, and it doesn't get what you expected it to.. Well.. I and the world at large (especially those not in the game industry) are going to consider that a failure. And not only from that perspective, but now that this colossal cluster*** has happened, you're going to see the purse strings for genuine MMO's to be pulled even tighter, taking less risks with fewer backers. And that is going to hurt everyone, not just UO or EA.

The industry as a whole better hope that Blizzard's project Titan is as much of a success as WoW was. Lightning needs to strike twice for this market to recover from the litany of financial failures it has endured since WoW's release.
First you have to realize WoW's numbers are artificially inflated. The majority of WoW's subscribers are in China and similar countries where the payment model is radically different and on the whole much much cheaper. It basically comes out to $5-$6 a month, Blizzard isn't making the fortune off of it that many think they are. Their parent companies revenue stream is about the same as EA's, and they are spinning out about the same number of titles as well.

I don't expect Titan to do as well as expected either, the market has changed, and changed drastically on a number of levels. Not just payment models, but the players as well, players now blow through content as fast as possible, rage quit and move on for the most part. I wouldn't be surprised if Titan doesn't wind up being called a Titanic flop by many people.
All the major stuidos that have retained the P2P model are seeing the same trend, people rapidly moving on to the "Next Great Game", or leaving to enjoy the social gaming arena. WoW has lost a few million subs in the past year and a half, and that is evidence that everyone is feeling it. The only titles to show a upswing in revenue in the past 3-4 years have been the titles built on or converted to a F2P hybrid model.


I wouldn't put a prototype for a bullet proof vest on someone and then shoot them, so why as a business, would they make such a dramatic change with their flagship, premium genre game? I'd test it with the smaller ones, like UO and WAR (If I'm not mistaken, their free forever plan has the proviso that you can only get to rank 20, therefore, not fully free), if I was genuinely trying to see what a F2P market would generate.

On top of that, did you know that with this simple market change, people who don't pay the subscription won't be able to post on the forums, even for technical support? If this is what they see the F2P market becoming, a sold-as-is, fend for yourself product.. It's still horribly, horribly flawed.
Can't post on the forums? Oh my what a shame, Lack of Technical Support is common in F2P games for Free accounts. Lotro and DDO do it as well. It's standard, and only does off Site communities like Stratics good so I'm not complaining.

As to the prototype bullet proof vest bit... What you're suggesting would be the same as Ford sticking a GPS system in a Model T to see if it works, before slapping it into a new Mustang. The model needs exposure that UO and WAR will not give it in the short term. This exposure is necessary to rapidly find flaws and establish trends.
 
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Woodsman

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You could compare games like WAR and WoW and such, but comparing them to SWtOR doesn't work because the focus of SWtOR is on the story (like your typical BioWare RPG), rather than primarily on PvP, PvE raids or what have you.
Putting aside all other things about SWTOR, a lot of people wanted or expected multi-player KOTOR. I was one of those people who was excited that the Warhammer devs were working on SWTOR. I was bummed out about that and especially about the space combat :(

There is one good thing out of all of this. There are some really unique MMORPGs coming out in the next few years. Maybe people are realizing that trying to make WOW-killers or WOW-clones or even hinting at WOW is a bad thing, or maybe they are realizing there is money to be made in catering to people who don't like WOW.

I've said this a lot here on the forums, but WOW loses more people in a typical month, than UO has playing in total. I so wish the guy who runs Mythic, the guys who run BioWare, and the guy over BioWare would wake up to that fact, and put the resources into UO, Dark Age of Camelot, and Warhammer Online and present them as serious alternatives to WOW.

There are so many people who leave WOW for new games, and they don't find what they are looking for, and they go back to WOW as their default game. I can guarantee that my WOW guild's forums are going to be dead when Guild Wars 2 comes out this month, and I can guarantee they will pick up a bit when WOW releases the Panda expansion a few days before UO's 15th Anniversary (way to **** on UO WOW, thanks!), but they will definitely pick up after people grow tired of GW2.

I just do not get it. EA has three very unique MMORPGs within Mythic that are not WOW-clones, and they cannot seem to understand that they need to be marketing them as alternatives to WOW, and investing in them.

Good news: EA will probably never spend $200 million or more again on an MMORPG
Bad news: This has probably soured EA even more on MMORPGs and they are liable to focus on sports and sims.
 
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Nexus

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Putting aside all other things about SWTOR, a lot of people wanted or expected multi-player KOTOR. I was one of those people who was excited that the Warhammer devs were working on SWTOR. I was bummed out about that and especially about the space combat :(

There is one good thing out of all of this. There are some really unique MMORPGs coming out in the next few years. Maybe people are realizing that trying to make WOW-killers or WOW-clones or even hinting at WOW is a bad thing, or maybe they are realizing there is money to be made in catering to people who don't like WOW.

I've said this a lot here on the forums, but WOW loses more people in a typical month, than UO has playing in total. I so wish the guy who runs Mythic, the guys who run BioWare, and the guy over BioWare would wake up to that fact, and put the resources into UO, Dark Age of Camelot, and Warhammer Online and present them as serious alternatives to WOW.

There are so many people who leave WOW for new games, and they don't find what they are looking for, and they go back to WOW as their default game. I can guarantee that my WOW guild's forums are going to be dead when Guild Wars 2 comes out this month, and I can guarantee they will pick up a bit when WOW releases the Panda expansion a few days before UO's 15th Anniversary (way to **** on UO WOW, thanks!), but they will definitely pick up after people grow tired of GW2.

I just do not get it. EA has three very unique MMORPGs within Mythic that are not WOW-clones, and they cannot seem to understand that they need to be marketing them as alternatives to WOW, and investing in them.

Good news: EA will probably never spend $200 million or more again on an MMORPG
Bad news: This has probably soured EA even more on MMORPGs and they are liable to focus on sports and sims.

They are more likely to focus on social media games.

Also I don't think focusing on UO, WAR and DaOC will really cause them to snag a lot of WoW leavers. UO and DaOC I know at least have a much heavier learning curve, for a generation of MMO players used to games with an Easy Button I can't see these older titles being overly appealing.
 

Coldren

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But, they recouped their development costs while running the subscription model, so even that failure was pretty profitable.
Are we sure they recovered?

We know it cost 200 million to make and had sold at least 2 million units.

Roughly speaking, two million boxes at $60 a piece is 120 million.

$200,000,000 - $120,000,000 = $80,000,000

So.. Launched in December, that's 7 months (First month is free) x $15 = 105 (Also assuming the flat monthly fee, not the reduced multi-month discounts)

80,000,000/ 150 = 761,904 ACTIVE subscriptions over the last 7 months to recover costs of development alone, to say nothing of the staff they didn't fire and the cost of keeping the servers up.

Of course, you have to take into account collectors editions, and digital downloads which are generally cheaper. If they had that many subscriptions, you can be darn sure they wouldn't change it to F2P. This is EA, and they're still charging us full price for a 15 year old game. WITH item shop.

And I may be oversimplifying, but I'm fairly certain that if I sold something, if I thought it would continue to generate the same amount of money, and I had recovered my costs, I would keep charging it until I didn't think I could charge that amount. And the only sane reason I can think of that I would change that price is because I knew people wouldn't pay for it.

It IS a simple problem - They don't think people will continue to pay full price for their game. As a matter of fact, they think it needs to be FREE for people to play it.

Blaming it on the fact that it's story driven isn't relevant, nor is it the point. They paid a high amount in development, highly unlikely that they have recovered those costs, and now don't think the "market" (Specifically, the SWTOR market) will continue to pay.

Cinro, my posts are not directed at you, but at the general statement that some believe SWTOR was a success.

How in any way can this be considered a success? How can the conversion to F2P be seen as anything but admission of failure, despite the spin that they are "catering to the market"?

And more to the point, you hit the nail on the head when you said we can't compare UO to other games. Absolutely true. There are no other games like UO on the market, and EA isn't taking advantage of that.

And you were also dead on in saying that the only difference between SWTOR and other MMO's was it was story driven. Also dead on true. It's WoW with a core story. They know, and were actively going against a giant with only one minor difference. And they bet BIG on it. And failed.

First you have to realize WoW's numbers are artificially inflated. The majority of WoW's subscribers are in China and similar countries where the payment model is radically different and on the whole much much cheaper. It basically comes out to $5-$6 a month, Blizzard isn't making the fortune off of it that many think they are. Their parent companies revenue stream is about the same as EA's, and they are spinning out about the same number of titles as well.

They don't charge the same everywhere, and they do lose players, I do not disagree... BUT..

WoW has 246 servers worldwide, a game item store, no server merges (Ever, that I can think of, but certainly not recently), a card game, a mega blox line of products, an E-sport, multiple official forums that are staffed, support for almost every country on the globe, a working knowledge base, a web team, and a paid expansion coming up.

I think WoW makes money hand over fist, and it has nothing to do with Activision. The only thing (Non-Blizzard) comparable in their portfolio that comes to mind is the Call of Duty franchise, but there may be others.

If it had anything to do with parent companies, EA has more than enough money to cover SWTOR for the long haul subscriptions and all from EA Sports alone.. IF they thought the game was good enough to keep charging for it.

In this context, I can only see the move to F2P as a vote of no confidence.



As to the prototype bullet proof vest bit... What you're suggesting would be the same as Ford sticking a GPS system in a Model T to see if it works, before slapping it into a new Mustang. The model needs exposure that UO and WAR will not give it in the short term. This exposure is necessary to rapidly find flaws and establish trends.
I'd have to disagree - Putting a GPS in a Model-T won't kill it, especially since Ford pretty much already considers it dead. And if whatever you do to a Model-T doesn't IMPROVE it, I certainly wouldn't put it on a Mustang.

And if it doesn't work on a small scale, why on earth would it succeed on a larger one? Those flaws are going to show themselves EVEN FASTER on a more exposed product - Isn't that a BAD thing? Especially given how fast EA fixes things...
 
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Cirno

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In March, the subscriptions levelled off at 1.7 million, and only just recently "dipped below 1 million", which is a little above your stated requirement for recoupment.
Plus, pre-orders paid an additional fee somewhere upwards of $5 (UK was £5), and there were over a million pre-orders.

Perhaps SWtOR has failed to sustain itself in a subscription model.
But, hype is one of the most powerful forces in the months surrounding a game's launch.
Perhaps the intent was always a F2P model, just EA wanted to get as many months as they could out of the hype train.

Who knows?
They're certainly never going to admit that they strung along their most loyal customers to milk their wallets, if that were indeed the case.
But, Free2Play is the best model for what SWtOR is; it just is.

Oh, and the server merges had a specific reason for them.
Post-launch, BioWare had to open up a lot of new servers, since people were regularly having to wait upwards of 30 minutes to play.
At that time the game was new, and it was a holiday, so people were playing the hell out of it.
Then, over time, not only did people have less time to play owing to Christmas being over, but subs dropped (quite leisurely), and there was less "omg! New game!".
So, concurrent users on the servers died down, making them feel less populated.
Combine that with software improvements to accommodate more concurrent users (I think it's more than doubled since launch), merges were a logical response.

It's just too easy to attribute things to failure.
 

Redxpanda

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15 years is a great run. If UO ended today, i could say i played one of the greatest MMOs of all time.

F2P? No!

UO has always stood shoulders above any other MMO out there. I would hate to see this game turn to Micro Transactions to survive. If it came down to it, end the game and leave a legend.
A Legend is a thing or person who fades out at there High point. Not once it's on it's last legs. A legendary game, one where you can tell the next generation you played it, and they don't heckle you. This game only has room for Hecklers. Read any post on here and see it. Read commentary on any article and see it. You all should think about moving on soon......

Micro Transactions never save a game and only ruin everyone's memory of UO at its core. Let anyone play this game (even today) and they will admit that it is entertaining and fun. Starting that whole F2P thing is a waste....


...and anyone who laughs at Ultima Online being one of the best MMOs ever has never played it. Michael Jordan is a legend and he did not leave at his high point.
 

Tanivar

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...and anyone who laughs at Ultima Online being one of the best MMOs ever has never played it. Michael Jordan is a legend and he did not leave at his high point.
UO's high point was from UO:Ren up to the infliction of the Shadow of AoS on the game, whereupon it became D2 with different scenery.

It's still hanging in there though. It's a stubborn cuss. Just isn't going lay down and die no matter what they do to it. Battered and sagging under several tons of items, it still goes on. :)
 
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Woodsman

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In March, the subscriptions levelled off at 1.7 million, and only just recently "dipped below 1 million", which is a little above your stated requirement for recoupment.
Wait, they lost nearly half their subscribers in around 4 months??? I thought they had 1.3 million in March. Wow, if that's the case, that's worse than I thought. No wonder so many EA and BioWare people were pounding the pavement and talking to the media about how great it was.
 
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Woodsman

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They are more likely to focus on social media games.
When games like Battlefield do enough business to justify EA spending $100 million+ on advertising just for that one game, they are going to keep on supporting them for a long time to come. And I know plenty of people who will buy the latest versions of their sports games like clockwork, without thinking twice.
Also I don't think focusing on UO, WAR and DaOC will really cause them to snag a lot of WoW leavers. UO and DaOC I know at least have a much heavier learning curve, for a generation of MMO players used to games with an Easy Button I can't see these older titles being overly appealing.
In their current states, there is nothing to attract the WOW crowd because the WOW crowd may not know they exist and even if they do, there is the learning curve (which you are right about).

I do know if EA doesn't do something, the three games will not be around 5 years from now. They have pretty much reached the limit on WAR server consolidations and if they are getting rid of UO devs to keep UO profitable or to squeeze more money out of it, well at some point they will get rid of one too many, and it will just reach the point where UO players can only expect bug fixes and EM events, and then UO will be on a timer until EA yanks the plug. DAOC, I don't know. I thought about picking it back up again recently, it's not too dated, still has plenty of depth, seems to have a healthier population than WAR. It also doesn't have the negativity associated with WAR (seen by many as a failure, even though it got some things right, really right for that matter) or UO (seen by most as antiquated).

I don't expect Mythic to understand this at all, but there are some major games coming out that are sandboxes or have sandbox aspects, and some are getting serious about housing. I don't know what's happening to have changed that, other than what I said about companies realizing that trying to be like WOW means you're on the road to failure, but companies are investing a lot of money into games that break the WOW mold.

I can think of no logical reason why Mythic should not try to work on their MMORPGs to get their populations back up above 100,000. WAR maybe a lost cause, but Ultima Forever proves people are still interested in Ultima, and DAOC has a solid reputation in many areas (except for Mythic's blunders).
 

Nexus

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Wait, they lost nearly half their subscribers in around 4 months??? I thought they had 1.3 million in March. Wow, if that's the case, that's worse than I thought. No wonder so many EA and BioWare people were pounding the pavement and talking to the media about how great it was.
WoW Lost 1.1 million in the same period so it isn't just SWTOR that's hurting it's everyone...
 

Lady Storm

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Well Woodman I do see the game does have players quitting like flys.... but I do also know many on Atlantic from other shards I do play...

Son has been on me to drop houses and accounts and telling me I spend too much on the game. So I have been going over houses and accounts to see what I can eliminate and shut down.... so far my list has 15 accounts and looks like I can do up to 22 wittout killing any grandfathered or castles. So Someone at Mythic is getting a pay cut... possibly 2 or 4 ppl even when i shut down the 22.
 

O'Brien

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Well Woodman I do see the game does have players quitting like flys.... but I do also know many on Atlantic from other shards I do play...

Son has been on me to drop houses and accounts and telling me I spend too much on the game. So I have been going over houses and accounts to see what I can eliminate and shut down.... so far my list has 15 accounts and looks like I can do up to 22 wittout killing any grandfathered or castles. So Someone at Mythic is getting a pay cut... possibly 2 or 4 ppl even when i shut down the 22.
:hahaha:
 

Uriah Heep

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Well Woodman I do see the game does have players quitting like flys.... but I do also know many on Atlantic from other shards I do play...

Son has been on me to drop houses and accounts and telling me I spend too much on the game. So I have been going over houses and accounts to see what I can eliminate and shut down.... so far my list has 15 accounts and looks like I can do up to 22 wittout killing any grandfathered or castles. So Someone at Mythic is getting a pay cut... possibly 2 or 4 ppl even when i shut down the 22.
After the initial shock and the first few months, the withdrawals go away...and you will have a little money extra every month. Take it from an old guy, take those kids and grandkids for ice cream, or to a movie...an occasional weekend mini-trip. Times goes by too fast.
 

LordDrago

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After the initial shock and the first few months, the withdrawals go away...and you will have a little money extra every month. Take it from an old guy, take those kids and grandkids for ice cream, or to a movie...an occasional weekend mini-trip. Times goes by too fast.
Or get the kids/grandkids their own accounts....an occasional weekend trip to the Abyss as a family can also be nice. :) My daughter has been driving me to the Abyss for years now...time for payback. LOL
 

Lady Storm

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Well guys the kids make their own money and there are no grandkids.......... (kids as in my son and his wife)
UO will still be there, dont forget after I turn off the 22 I will still have 25 accounts left to play with.
Oh i get out and the kids see more movies then me! As for the ice cream... we get that every other weekend
My son goes to the Abyss to have fun not have his mom there.... it's rare that we play on the same shard at the same time.
 

Coldren

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WoW Lost 1.1 million in the same period so it isn't just SWTOR that's hurting it's everyone...
True.

It's the first time their subscriptions have dipped below 10 million to 9.1 million.

Not all being monthly subscribers, of course. The method they use to "count" subscribers could just only be active accounts (Some paid by the hour or game cafes or whatnot), not true subscriptions. Still, that's a heck of a drop. Maybe MoP or a F2P model will help boost them up a bit.
 
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Martyna Zmuir

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9.1 million subscribers?! Oh noes, WoW is doomed! Dooooooooomed I say! :rolleyes2: :p

If only UO had such "problems."
 
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startle

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.....UO will still be there, dont forget after I turn off the 22 I will still have 25 accounts left to play with....
Wow! Lady Storm, how many are always active? (Just curious....)
 

Coldren

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9.1 million subscribers?! Oh noes, WoW is doomed! Dooooooooomed I say! :rolleyes2: :p

If only UO had such "problems."
I thought that at first...

.. And then I remembered what WoW players were like.

Perhaps if we just had the amount of money that generates, and not the people, I'd agree. :D
 

RaDian FlGith

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And yet SW:ToR still has more players than UO... I'm not entirely sure what your point is. Just because EA is offering a free to play route doesn't mean that they don't view it as a success. Keep in mind most of the stress on the numbers is coming from the gaming press, NOT from EA. EA never expected SW:ToR to be a WoW-killer... the press did.

Obviously UO's a success. It's been around 15 years.

If there was a point to this thread, it was lost.
 

Coldren

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And yet SW:ToR still has more players than UO... I'm not entirely sure what your point is. Just because EA is offering a free to play route doesn't mean that they don't view it as a success. Keep in mind most of the stress on the numbers is coming from the gaming press, NOT from EA. EA never expected SW:ToR to be a WoW-killer... the press did.

Obviously UO's a success. It's been around 15 years.

If there was a point to this thread, it was lost.
Success? Maybe that is the point.

There are many ways to define success, to be sure. UO is a success because it is still alive, still supposedly profitable, and manned by a small team, keeping costs low. EA didn't think it would get anywhere at all, thereby exceeding all expectations because there really were none.

SWTOR may have over half a million subscribers. Compared to UO, that's a big number, and it doesn't take WoW numbers to be considered successful. Any MMO that makes enough to keep running and people enjoy can be considered a success.

Why I, and a few others in this thread, think SWTOR was UNSUCCESSFUL is why I'm still discussing it. It had a massive budget, all the support of EA behind it, marketing up the wazoo, and a world renowned IP. It was supposed to be the next big thing.

It wasn't. It's gone free to play. It's dev team got axed in a significant way. It may or may not have even made it's development costs back.

I believe it is UNSUCCESSFUL because it didn't do what they WANTED it to do. It's not about JUST the numbers, but the whole picture: The consolidations, downsizing, the decrease of subscriptions it DID have, and completely altering their revenue model are indicative that it did not make the mark they were aiming for. When you don't achieve the objective they were clearly setting out to reach, that's the definition of failure. No matter how fun it is, or what subscribers it has, or how long it lives, or how much success it may have in the future, it still failed to achieve it's initial goals.

WoW is NOT a failure because despite losing over a MILLION subscriptions, it still has way more than anything out there. It still has all those things around it that no other MMO out there has (Esports, card game, etc.). And despite losing so many, it's not changing the way you pay for it. Why would EA switch SWTOR to a F2P model after losing a faction of what WoW loses, but WoW stays firm in it's revenue model?

Why keep talking about it? Maybe I just have a something stuck in my craw because they put all this money into a FAILURE, but we can't get a high-res update that was already well on it's way for FRACTIONS of pennies on the dollar for what they have and will continue to invest in SWTOR. Something that could have ACTUALLY helped draw in more players to make a game that is (in their OWN WORDS) profitable even MORE profitable.

As my grandmother would say, "I guess I'm just in a pissy mood is all." :D
 
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RaDian FlGith

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Success? Maybe that is the point.

There are many ways to define success, to be sure. UO is a success because it is still alive, still supposedly profitable, and manned by a small team, keeping costs low. EA didn't think it would get anywhere at all, thereby exceeding all expectations because there really were none.
Well, look, was UO a success? Sure. No question about it. It really did usher in a new era of MMOs. It certainly wasn't the first online multiplayer game, but you can look back to UO and see that pivotal moment when things began to change in online persistent gaming. However, as you say, there's different varieties of success. As a financial success, UO's seen better days. As a gaming success, UO has also seen better days. None of that means that it isn't currently a success in either form, but compared to other successes, it is clearly not successful. I'd say the size of the development team working on UO and the number of expansions in the pipeline are also signs of where UO's current "success" is.

SWTOR may have over half a million subscribers. Compared to UO, that's a big number, and it doesn't take WoW numbers to be considered successful. Any MMO that makes enough to keep running and people enjoy can be considered a success.
Very true. My point about SW:TOR's numbers is simply that it is the press and other people who are inflating the value of the TOR subscriber base, not EA. In interviews and expectations for the product, numbers as low as 500,000 from launch were sustainable, but that they hoped to get a couple of million. They met these numbers. From EA's standpoint, that's successful. The whole F2P aspect that they're presently rolling out certainly is to attract new players, and no, I wouldn't say it's the best sign for TOR, but on the other hand, EVERY MMO has a rough first year. Even World of Warcraft's first year wasn't what anyone observing from the industry would have called a slam dunk. It's the nature of the beast -- you have to bring in customers and then you have to give them a reason to stay, and on top of that, your systems, which you hope and pray were designed well most likely weren't, and so there's a massive adjustment period as you try to bring your game expectations in line with whatever it is you're trying to accomplish. That Ultima Online survived its first year (hell, that it survived its first six months) is a testament not only to the developers but to the game itself. TOR offers an interesting experience that if polished will survive. It won't be a WoW-killer, but it will survive.

Why I, and a few others in this thread, think SWTOR was UNSUCCESSFUL is why I'm still discussing it. It had a massive budget, all the support of EA behind it, marketing up the wazoo, and a world renowned IP. It was supposed to be the next big thing.
No. It wasn't. See, that's the thing. I keep seeing people quoting SW:TOR as being designed to be "the next big thing." No one over at EA ever thought it was going to be that. It's a unique MMO experience in certain aspects, and it's the heir to the MMO-verse for Star Wars at the moment. A day will come when the license outweighs the profit and it too will close and go on to be something else. People always seem to overshoot the power of the Star Wars license when it comes to MMOs. Star Wars Galaxies was definitely successful (at least until the NGE), and even after perhaps THE BIGGEST BLUNDER IN MMOR HISTORY, SWG went on for what another 6, 8 years or something like that. This weird expectation that TOR was ever going to be the next big thing, particularly in an ever increasingly saturated marketplace, was fanboy and press nonsense and not based in any sense of reality, nor on anything that anyone over at EA was ever expecting to have happen.

It wasn't. It's gone free to play. It's dev team got axed in a significant way. It may or may not have even made it's development costs back.
All conjecture from the sidelines. Yeah, the development team got cut. Blizzard's fired some people too, and WoW is down to 9.1 million subscribers. Quick, WoW may have been killed while we weren't looking. A lot of this is again the nature of the beast that has become the MMO industry. Whether or not it made back its development costs... well, we can all conjecture on that, but I suspect EA is quite happy with TOR's initial performance. It's getting it beyond that initial year that's going to be rough. And let's be honest here, neither EA nor Bioware have any experience in that at all. EA never paid any attention to UO when it was important to do so, and so have lost to time immemorial all of the important lessons that could have been learned. Whatever could have been learned from Warhammer was sacrificed when they pushed it out the door too early. TOR, for all of the issues that it had and has was, at least, a title ready to go gold. Could it have used some more polish? Sure. But not so much that it wasn't worth releasing when they did. It's still a fantastic experience. The problem is, Bioware made a very nice massively multiplayer SINGLE PLAYER GAME. They need to go back and look at a lot of things. Whether or not they will is all in question, sure, but their development stream hasn't slowed, and there's a lot of stuff moving forward, so we'll just have to wait and see.

Thing is, when you discuss TOR from the context in which it exists, EA has at least finally given an MMO the room it needs to grow, and by going F2P to help bring in players, they're at least working to help sustain the title's place in the market. Because here's the thing. Everyone knows that F2P doesn't mean "You don't make money." F2P doesn't even mean FREE. It's all marketing smoke and mirrors, and the hope by going F2P is to get people interested in a title they may not have checked out yet and convince them that something in the game is worth paying for. But think about EA's long line of failures: Motor City Online, Earth Above and Beyond, whatever that mystery game was that called you up in the middle of the night, The Sims Online/EA World, Warhammer, and on and on and on... As someone who has watched the development of TOR, EA has at least learned a handful of lessons that apply, and they aren't just choking the life out of TOR as they move on (which, by the way, has been a very historical way of EA treating their MMOs... just ask UO/UO2/OWOWOWOWOWOW/UXO).

I believe it is UNSUCCESSFUL because it didn't do what they WANTED it to do. It's not about JUST the numbers, but the whole picture: The consolidations, downsizing, the decrease of subscriptions it DID have, and completely altering their revenue model are indicative that it did not make the mark they were aiming for. When you don't achieve the objective they were clearly setting out to reach, that's the definition of failure. No matter how fun it is, or what subscribers it has, or how long it lives, or how much success it may have in the future, it still failed to achieve it's initial goals.
Again... this is not true. What you're basing your beliefs on in this case is not factual information as actually quoted from reliable EA representative or Bioware representatives, but instead fanboy nonsense as spat all over the internet in the form of "news." Let's be honest... the writers at IGN, Kotaku, Gamespot, or your choice of "reliable news" aren't even as good at pretending to provide unbiased news as are the mainstream media sources. EA NEVER EXPECTED SW:TOR TO BE THE NEXT BIG THING. They have said repeatedly that they would be happy with a small corner of the MMO marketplace. And they're working to secure that. I don't see how that makes the game unsuccessful. Will TOR still be around in four, five years? Well, hell... Warhammer's still around. If they can keep Warhammer going, they sure as hell will keep TOR going.

WoW is NOT a failure because despite losing over a MILLION subscriptions, it still has way more than anything out there. It still has all those things around it that no other MMO out there has (Esports, card game, etc.). And despite losing so many, it's not changing the way you pay for it. Why would EA switch SWTOR to a F2P model after losing a faction of what WoW loses, but WoW stays firm in it's revenue model?
WoW is not a failure for a great many reasons -- most of which the typical UO fanboi would argue with so I won't bother rambling on about it -- but um, not to put to fine a point on it, even WoW has a limited F2P model to it. It's not as extensive because let's face it... Blizzard doesn't need to attract more players to the game. At this point, if you don't know what WoW is, a friend of yours will tell you all about it in some form or another. Will there ever be a WoW killer? Sure. Even WoW will someday have its day. But I suspect WoW will remain strong for another 5 years or so, another couple of expansions, and then the game will peter out quickly. I say quickly because unlike UO, there's nothing to keep people coming back like housing (at least not yet). But it's still got life.

As, I suspect, TOR does. What EA does is going to secure or break it, but look, announcing F2P, while not the most spectacular thing, isn't exactly a death knell either. Was it bad for Warhammer? Sure. But that's because Warhammer was already beyond hope. TOR isn't beyond help... but it is having its share of first year woes. Let's see where the game is in December, and what their plan is for the next six months to a year before we start tolling the bell on a game that's still thriving in many respects. Like I say... even WoW wasn't a surefire success in its first year, and it did have a lot of subscribers.

Why keep talking about it? Maybe I just have a something stuck in my craw because they put all this money into a FAILURE, but we can't get a high-res update that was already well on it's way for FRACTIONS of pennies on the dollar for what they have and will continue to invest in SWTOR. Something that could have ACTUALLY helped draw in more players to make a game that is (in their OWN WORDS) profitable even MORE profitable.
Thing is, TOR isn't failing. And maybe it's the jaded viewpoint of "Why should TOR get any money when UO isn't getting any?!?!?!" If you want to point fingers, point them instead at the poor decisions makers of the past. UO has proven one thing time and time again: Give us money and we will spend it inappropriately. They already funded new clients for Ultima Online. Their biggest mistake was cancelling the 3D client and moving onto the WoW-inspired KR garbage that they did. Few people know that by its death, the 3D client was actually in fairly decent shape -- they don't know that because like most UO clients, the UO Dev Team bungled along with it for YEARS. I mean, come on, how long has the EC been in beta, and it STILL has massive issues (of which I know someone will come piping in with, "But it's much better if you use Pinco's UI for it." Sure, it may be, but you shouldn't have to download someone else's bug fix for the stupid thing to make it usable). Don't blame EA for not wasting more money on a game that has repeatedly misspent what money it was given. Aside from a banana tree, the KR graphics update was a huge misstep (not saying reverting back to 2D graphics was an acceptable answer either, but whatever) that actually shows part and parcel some of the problematic symptoms that have come from those in charge of UO. I have it on very good authority that the KR graphics were basically taken the way they were because they were reviewed far too late in the production process, and it was either take them or piss the money away. Obviously they took them, and still ended up pissing the money away.

Now... as for UO's future... someone needs to be able to show that UO is worth continuing to spend money on, to build a solid plan, and to execute things in a way that shows EA the money will be well spent. While people may see the departure of Grimm as another nail in the coffin, that the art lead position has been moved to VA is probably one of the better signs out of UO's dev team in recent years. Time will certainly tell, but I'd have to say that from where I sit, making that call, which I'm sure came as part of the new management of UO (ie: Mesanna being the new producer), was a good thing. We'll have to see how it turns out, but faulting EA for doing anything with TOR and not spending money on the moneypit that is UO... *shrugs* Understanding a bit about the development process and how companies look at money spent on projects... it's hard to get worked up about.

As my grandmother would say, "I guess I'm just in a pissy mood is all." :D
Nothing wrong with being pissy about stuff... just make sure to keep it in the appropriate context. ;)
 
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