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That's what the market needs. Plenty of niche and mediocrity floating around, but a game that separates itself from the rest, once that happens you'll know because popularity, hype and positive player feedback will skyrocket. From 2000 to 2015, we've had few MMORPG's who've succeeded doing this, either through AAA budgets, unique and bold ideas or both.
Big risks can only be taken by those who are not afraid of them. Those who know exactly what they are doing and backed with strong investments. Cleary that's not the reality...at least not that I've seen in the last 5 years and longer. I've consistently been saying...it's better more minds to gather up because two heads think better than 1, work faster and so forth rather than saturate the market with almost invisible and unnoticable products that have very high chance of not receiving any revenue or grabbing a market that's essential to give a healthy lifespan to the game.
I'm only making this threads because it's truly ironic how not a single new game has managed to draw my interest enough for me to spend $ on since January 11th 2011 with DCUO being the last thx to $35 box with 30 days free. Today MMORPG's need to be accessable, preferably free so they draw big audience, relay on DLC/donations and prevent pay to win or pay to advance as well as any other hacking, cheating, exploiting as much as possible. This is crucial for games with persistent worlds.
Through these 5 years I've continuesly been enjoying gaming. The lack of great ones have not stopped me from playing. My experience will always allow me to find the best available for my taste while also voting wisely with my wallet in the direction I want gaming to move toward. All these game producers though can be very fortunate that not all are savvy veterans as I'm, otherwise whatever they've been developing over the last 6-7 years would've send them back on the drawing boards or simply exit from this market.
Exiting a market you don't understand is not a bad decision. It allows more space and freedom for the better, hungrier game producers to thrive and it's not just amateur and small companies that have followed this road. We've seen the demise of Funcom, SOE...and we've seen how even Blizzard exiting the MMORPG market as they no longer have anybody else to copy on a "successful" formula.
Pioneers like Richard Garriott are the type of developers this genre requires. The man managed to be amongst the first civilians to fly in space with 30 mil ticket purchase because he knew how to develop a 2D MMORPG that I went back to over the last 1-2 years after 14 years of exceptional gaming. That's the irony of all of this, I'm playing the same game that got me into this genre.
After all these years it still has far more to deliver while also requiring minimal maintenence or content thx to its sandbox elements, allowing players to be the one generating the content. Add the fully open world with player housing and strong polish...it makes me still regret purchasing $800 rig 3+ years ago.