• UnderpantsWeevil@lemmy.world
      link
      fedilink
      English
      arrow-up
      44
      ·
      1 day ago

      I mean, MMOs were supposed to be continuously supported and developed during the enrollment period. Earlier iterations of the model had live DMs running encounters, active continuous releases to expand the game world and advance the storyline, and robust customer support to address the bugs and defects. Also, just maintaining the servers necessary to support that much data processing was hella-expensive on its face.

      Games as a service don’t need to be a scam.

      But eventually, the studios figured out they can do the MMO business model on any game. Justifying a fee for Everquest was a lot more reasonable than justifying it for a glorified Team Fortress knock off. Or a freaking platformer.

      • Steve@communick.news
        link
        fedilink
        English
        arrow-up
        12
        ·
        edit-2
        1 day ago

        I miss EverCrack.
        Not the actual mechanics, things have come a long way since then. But the concepts. No end game. Mobs that take 100+ people all day to take down. And that last piece of armor you want, has a 2% drop rate off them. And even when it does drop, there are 10 of your class who wants it, and you have to work out who gets it. Levels took so long nobody worried about getting to cap, and just hung out. The grind and the community were the point. Not the next piece of gear.

        • kingpoiuy@lemmy.world
          link
          fedilink
          English
          arrow-up
          2
          ·
          6 hours ago

          Every few years I fire up project99 and it’s glorious. I’ve been resisting simply because I want to get real life stuff done.

        • Xabis@lemmy.world
          link
          fedilink
          English
          arrow-up
          6
          ·
          24 hours ago

          Oh and they were what weekly spawn on top of that too that were also open world spawns to boot, so quite often you had competition just laying claim to it.

          Our server had some quite… colorful guilds that didn’t play nice and would train attempts, or bum rush it in an attempt to do more damage to steal the claim, among other nastiness. Imagine you spent hours getting 80 people together, prepping, and then getting ganked at the last minute. lol pure chaos.

          The GMs were constantly involved sorting out the aftermath. Which was funny in its own right I suppose. Which is probably why they leaned hard into instances in later expansions.

          Fun times. Dont think there will be another experience like it was its hayday.

          • adr1an@programming.dev
            link
            fedilink
            English
            arrow-up
            3
            ·
            10 hours ago

            Sounds like my experiences with Ultima Online. Right before they added paladins and necromancers, the shard where I played was quite “raw”. You really got the human experience, with everything: misery, dignity, psycopaths, etc.

            • Xabis@lemmy.world
              link
              fedilink
              English
              arrow-up
              3
              ·
              9 hours ago

              And honestly I think that’s what’s missing in “modern” mmos: the human element. Or rather the social one. Which is ironic.

              They are now way too friendly towards solo play and systems like ff14s duty finder removed the social aspect by automating group comp with complete randos that you will probably never see again since it was cross server.

              In evercrack and even ffxi you were required to shout for groups from a pool of players on your own server so you got to know people. Who was good and who was not so good. You built a reputation.

              It was a lot harder for sure, but it felt more meaningful.

      • Flames5123@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        1
        ·
        edit-2
        5 hours ago

        Exactly. With my FFXIV subscription, I’m storing actual data that can be accessed any time (houses/rooms/apartments), and they provide quarterly updates and events.

    • neon_nova@lemmy.dbzer0.com
      link
      fedilink
      English
      arrow-up
      1
      ·
      21 hours ago

      Neither don’t play them or ignore additional methods of monetization built into the game. It’s like they don’t exist.

      If there is too much dlc, it makes me feel like the base game is an empty shell. Even if it’s not true, it turns me off from the game. Look at sims 4 and one of those city builder games.

    • halcyoncmdr@lemmy.world
      link
      fedilink
      English
      arrow-up
      7
      arrow-down
      5
      ·
      1 day ago

      Games as a service can be okay, in some situations. Ones we very rarely see due to (primarily) publisher greed.

      If you’re paying for the game itself, at any point, GaaS is stupid and extremely exploitative.

      If they choose to go that route however, the game needs to be free to play with separate monetization. They need to mebe things that are completely optional and don’t affect gameplay.