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You know these two charts and this small segment of his presentation really jump out at me.
"These games have a huge spike and then a huge drop off. So whats happening? Whats happened is the MMO player community has become populated with people that are masters of theme park gaming and they come to your game with all of the knowledge of all of the things that you are likely to have done. They probably understand your game better than you do.
They chew through the content that you have laboriously spent 3-5 years building in about 90 days. A lot of times they just ignore the stuff that you thought was going to be really cool like, the texts and the quests and the lore and the backstory. They just say "Screw it, tell me which rats to kill and I will kill them".
So they burn through all of your content in a really short amount of time, they hit the level cap and go back to playing World of Warcraft.
The alternative is the sandbox graph. This is the subscription graph for Eve Online. Basicaslly what this shows is that a sandboxy game has this completely atypical subscriber trend where you start really small, but you grow steadily over a long period of time because there is no way to get to the end. So once a player becomes vested in this game, there is no offering, there is no point where they get to it and say "Oh I am done now I can quit" right."