It requires regular bug fixes, most of the better F2P games I monkey around with, LOTRO, Atlantica: Online etc. don't do regular "updates" they do updates on pretty much a quarterly manner, with monthly bug updates and Store updates, balancing etc....
You did read the entirety of my post, I hope, since you quoted most, if not all, of it. The term "regular" means "predictable frequency" in amongst its many definitions. As I indicated, quarterly updates would be the best approach, with a semi-annual approach being the maximum distance.
Yes, certainly it would require regular (ie: a hell of a lot more frequent than any UO DevTeam of the past decade has been capable of) bug fixes as well.
But content updates are, indeed, a lifeblood of the F2P model.
This is kind of going away, more games are taking the approach of selling access to Top End Gear via a store and locking out access to it through other means.
In some games, it isn't even a feasible approach, but certainly there are still games where it is viable and makes some level of sense. And, while I see the Top End Gear thing as a valid experiment, I'm willing to bet it does/would die swiftly in a fantasy MMO like WoW, EQ, or UO. Selling top end gear sort of defeats some of the purpose to playing the game in the first place.
Roll this into your next area of address and the issue becomes moot.
You could combine just about any of them together... it doesn't become moot that UO's quest system is a mish-mosh of several different systems presently, and that they function in a manner counter-intuitively to the way pretty much every other quest system in the world does. 2D, EC, it doesn't matter, the quest system needs a mass overhaul, which was really my point in that part.
My next area, EA/Mythic's current inability to handle a "Hey, you've GOT to pay for this content" expansion (ie: UO:HS) leaves what I'd like to call a "high on the negative scale" level of confidence that they could handle it in an F2P market. In short, F2P isn't going to work on UO's current DEVELOPMENT model, which is "Those six people over there are more than enough for UO to continue." It's not. EA WOULD have to throw some money at it for F2P to work... trouble is, EA won't throw more money at it until it can prove that it's viable beyond minimal effort... and since (no insult intended to skill level, just simply a comment of how overworked the team is) there's a minimal team, a minimal effort is about all that UO is perceived as having received.
This is another thing that is changing, more games are giving you access to the areas, but no access to subsystems inside it. Sure you can go kill monsters, but "special" drops from them are gone, so is the ability to quest in those areas excepting cross overs where a quest starts in a fully accessible area but end in limited one, providing you have the ability to complete the quest in the first place.
Okay, but really, it's the same thing. Whether or not you put a shiny gate up and say, "There's something special in here, and it only costs $9.99 to see what it is..." or you drop an item on a mob and when they loot it, the item appears in its backpack with a note saying, "Unfortunately, your account does not have access to this level of content, but for just $9.99, you can have this glorious item, and we'll even hold it for you for the next two hours so that if you do upgrade your account, it'll appear in your mailbox!" (which is my personal take on how to market the 'you can look but you can't touch' method of "BUY ME BUY ME BUY ME" content), it's still a limitation that can only be circumvented by buying the premium content.
In many games it's not "Areas" you can't access but to put it in UO terms it would be things like, Peerless, Champion Spawns, Factions, Certain Global Events like ToT etc. The point being just because some games do it one way others don't and have proven successful.
The point of my commentary wasn't really a point for point on how UO compares to other games, it was more of a point for point on (1) why it can't succeed given UO's development model, (2) what needs to be fixed before they could even consider it, and (3) use examples that would make sense in terms of UO's game world.
Sure, they could sell access to Peerless, and Champ Spawns, and Factions, and ToT, and so on and so forth... They could, as I think I pointed out in some other thread ages ago, even do things like put in a Deceit 4 and 5 and 6 and the only way in would be Premium, and yada yada yada. I could, were I working for EA, and had not only the team but the monetary backing to do so, come up with fair, equitable, and most importantly marketable methods to sell quite a bit in the game while still maintaining a core free game that was fun and exciting to play and still encourage people to spend their money of their own free will.
My argument, in case you perhaps interpreted it this way, is
not that I believe the F2P market is a failure or a bad idea. I'm not of that opinion at all. Honestly, I think that on average, if the steam continues forward at an acceptable pace on all aspects of design, an F2P game could make significantly more than a subscription game. That's average game to average game, mind you. There will always be exceptions to the rules, most of them produced by Blizzard.
That's not necessarily true, there have been enough people who have come and gone from UO that may consider F2P an option for them that the 2D client would benefit. New blood...I've met many who came to UO because they liked it's simpler interface over todays "Modern" clients. UO is a mature game, many of use are in our 30's and above.
Doubtful. There are people who have come and gone, but let's be honest here... while UO has some nostalgic portions to it, most have moved on to bigger and better games. And... let me clarify too that I'm not (nor have I ever) advocating a complete overhaul of the 2D client interface... personally, I think whatever is put in place should be -- from an interface standpoint -- available in the more immersive 2D interface form, and also (though I hate it, I recognize that some like it) the more grid-like WoW based system. I would say that while the EC's macro system is more powerful, it could use a better, more intuitive setup... but I do think that it's perhaps the ONLY thing in the EC that is FAR superior to the 2D client, and would see that dominate.
But... neither client is ready for a promotional launch of "Come look at our pretty game." Not even with KR's shoddy "Look, someone did a great banana tree but dropped the ball on the entire rest of the client" graphics would it work. And yeah, I know someone posted pictures and then gave the "This clearly looks worse than UO" when in truth, they sort of just went ahead and made my point for me.
Actually I think Mythic has the ability and the staff, the work load on a F2P game is probably the same as a subscription game, just the focus is in different areas. More focus on balancing, bug fixes etc. with major updating being broken into smaller pieces like the "Booster" packs it could possibly be something that decreases the stress on the development team.
In totality, Bioware Mythic has the staff... Bioware Mythic is also busy with SW:TOR, and Mythic itself is still scrambling like mad to figure out why UO is outpacing WAR, and DAoC is still blipping along on life support. What we do know is this: EA's clearly not tossing financing onto the UO heap to
grow the game, and UO's current development team wasn't able to do a booster without dropping every other aspect of the game (contrary to assurances that they could do just that), and certainly couldn't even release that booster without rushing it out the door, rushing it out poorly, and taking far too long to fix post-release issues with it.
I mean, not to put too fine a point on it, but we have the tumultuous history of the past five years of UO to look to as proof positive that there is a massive break in what resources are available to UO to do things properly.
One other benefit I have to address here, most F2P games that use a Hybrid system, and I'd only be into UO adopting a Hybrid where you have F2P and Subbies, is Subbies generally get all the benefits of the game for pretty much automatically. The only exception to this is where a major "Expansion" happens, something large enough it can't be justified being introduced with a booster, such as a new facet in UO terms, though content introduced in the boosters would lead into and benefit those who purchased the Expansion content.
Well, and way off in some other thread, which I somehow forgot to mention here, is that the ONLY way to do housing would be under some sort of subscription model. The trouble is that you then either risk losing customers permanently by putting in a "no exceptions, your account is not paid for, your house goes bye-bye" hardline stance, or you risk the very same thing that goes on right now where there's a grace period to allow honest customers to keep houses when they hit a hardship or a credit card issue or whatever, but which is abused by some (though we have no true idea of numbers) percentage of the playerbase.
Long story short, EA COULD make UO F2P...
But the team at Mythic currently dedicated to UO is incapable of meeting that demand...
And with EA's history, the only way it would happen is if Mythic promised to do it with existing resources...
Which would not go well.