In my opinion the real reason games like Darkfall and Mortal Online are failing.
It’s not the skill level of the players
It’s not the gameworld
It’s not the crafting systems
It’s not the lack of PvP objectives
It’s not the skill grinds
It’s not the bugs
It’s not the graphics
It’s not the community
It’s not the learning curve
It’s not the economy
Games like Darkfall and Mortal Online provide plenty of things for players to do, and far more unique things than most themepark MMO’s whose entire business model is forcing people to regurgitate the same dailies and instanced PvP maps 1000’s of times over for gear or faction.
It’s simple, games like Darkfall and Mortal Online are destined for failure from the start because of one simple reason, full loot. DF is more polished than MO but it’s suffering the same fate for same reason. The few people playing them don’t see it because well because full loot doesn’t bother them. Therefore in their eyes it couldn’t possibly be the problem no one else plays. In their and the developers minds it’s all the other things I listed above that’s driving “the other” players away.
The simple fact is that there are just a handful of players that want to deal with it. Games like this just can’t gain any momentum when people live in fear that at any moment the efforts from their last 4 hours of gameplay can be wiped out. There is nothing that will change this, and these games will suffer indefinitely because of it. There is only a sliver of players that enjoy this element of the game but sadly millions of potential players that would enjoy playing in the sand.
People will spend 1000's of hours grinding for something they want, if they know its theirs and they can keep it, very few will want to spend their time grinding away for someones elses benefit.
I’m not advocating to change these games I’m simply pointing out these games will never really be profitable enough to support more than a handful of struggling developers.