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So a new MMO comes along and has everything you expect from an MMO, does the model its built on make that final decision for you?
For me it does,
F2P - I've tried plenty of f2p models and I always come up against a restriction to gameplay of some sort or another, congratulations you have reached level X and now must open you wallet to do this or that, or to join a group you must have XXXX from the cash shop to be able to do X dungeon or raid which you need to buy from the cash shop (RoM anyone?). I want the sword of immortal beings, oh wait I need to buy or sub to unlock the monetary cap to be able to buy it, looking at you SWtoR, yes I lost a lot of ingame currency to that restriction.
B2P- Only games I can comment on is GW2 and GW1, GW1 I enjoyed, GW2 just felt so shallow, but the game is fun I keep hearing, not for me, I was hyped along with many players for this game, I was sold to the manifesto and all the prerelease information, I defended Anet and dismissed the naysayers. My hands are up I got it wrong. Restrictions are in its RNG, making the game very grindy if you are aming for legendary, not my cup of tea, but I do have respect that many players enjoy it.
P2P- Now when I first seen games like WoW, EQ, and FFXI on the shelf at my local game store many years ago, I thought to myself, what a cheek, asking customers to buy a game then having them pay to play the game, and for a while as much as these games looked very interesting my head was saying no, why do you want to pay to play a game? I eventually caved in and bought FFXI with no knowledge of the MMO market, and wow I was sucked in to a new world. Back in those days the subscription was justified by the costs of the bandwidth companies had to pay for, today not so much. But if a game has so much content and items you can obtain in game that you would otherwise be paying for in cashshop games, then I think it is very well justified plus the added content update and customer service which many F2P games lack.
Personally I don't touch F2P games anymore, If a game has everything that I expect then I'd rather pay a sub and support a game that way, than have to open my wallet to advance or keep up with other players.
Some reasons I think many games recently have gone F2P from a P2P model. Obvious one is lack of subscribers, but why did they have a lack of subscribers? setting a target audiance to high? possibly, trying to compete against WoW instead of creating something unique? who knows. What did WoW, EQ, FFXI and UO have that made them successful? admittedly the market is saturated with MMO's these days but those games have held on to to a successful P2P model for yrs. Other reasons I think may have some contribution to not holding players interest:-
Lack of content.
No Journey (1- cap in less than a month)
Housing, players like housing, it is a world where your character lives.
Softened up, mobs are to easy, world is to easy to navigate, players don't need to use their brain.
open world competition, humans are naturally competitive, hard world bosses need to be living in the open world not hidden in an instance, I enjoy competing for claim and hope on a good drop.
Admittedly some are subjective, but they are what I enjoyed.