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Why is it always the case that sandbox mmorpgs are always made by low budget indie companies?? themepark developers are always complaining about being unable to retain their userbase when its completely obvious that sandbox players are the ones that pay subscriptions and play the same game for yrs while themepark gamers are pretty much console gamers who are used to beating several games in one week and then moving on to the next set of games the next weeks.
i feel that investors are getting the wrong impression from the mmorpg trends in the past years. the reason why sandbox mmorpgs dont capture many users is because they are always funded by small indie companies that cant fund sh*t, so their graphics are always terrible, everything is broken, and they have no money for advertising campaigns. Also, the reason why all the recent mmorpgs are failing is not because people are getting tired of mmorpgsin general, its because companies keep trying to target themepark players who play mmorpgs like console games-> beat it then move on. they have no ties with the game world itself, or the social dimension of the game. theyre there to play with their buddies from work or just solo the content until max level.
if a proper sandbox mmorpg were to be funded, i'm sure it would be big. People do not need to be led by rails in order to have fun. Example, Skyrim. It did TREMENDOUSLY well even though was a sandbox game. The masses are waiting for a good sandbox game. instead we just keep getting fed these online single player games incorrectly labeled as mmorpgs.
Most memorable games: AoC(Tryanny PvP), RIFT, GW, GW2, Ragnarok Online, Aion, FFXI, FFXIV, Secret World, League of Legends (Silver II rank)