So as the title states, do you think it will? There are new mmo's almost every week it seems, and with a new mmo there is a surge of players that go into to check it out. Now with Tera do you guys think there will be a steady amount of people as the game stabilizes? Or do you think it will go into the gutters like Rift or Aion. I say this because I love the game and want it to stay popular so that the pve and pvp will always be fun and competitive and would like to get the opinions of you guys out there. Now obviously this thread won't change the future of the game but would just like to see what people have to say, thanks :D
Will stay successful to me as long as the PVP and combat stay awesome.
First, I'm enjoying myself. I have no idea how long I will enjoy myself or when I'll stop playing.
What is the motivation behind the question? Is it that you don't want to start playing and spend too much time playing it if everyone leaves in a month, 3 months, 6 months?
These questions seem to come up in every MMO forum. The pop up every day, week, month. I've personally never understood the paralyzing (or at least that's what it seems to me) effect of not wanting to start something, where you have set some arbitrary milestone in the future as 'breaking even' or 'having been worth it', and then need to make sure there will be enough people around to also be playing so you can meet that milestone and then leave yourself, before the 'big rush'.
Is it something like that? I'm not trying to troll, I just would 'really' like to get a feeling for what questions like this really mean.
I'm the only one that dictates to me whether something is fun and worth my time. If this game closed in a month, I would have gotten my money's worth. I would have had a good time playing, and played for a month, plus a few weekends of beta. When I buy single player games or games with a 'small' co-op ability (4-6 people), these days, I don't usually play those for more than a few months. When I do, in the case of co-ops, I'm usually playing with friends and we can only arrange one night a week to play. So...we maybe play 6-8 times before we don't play it any more?
That doesn't nullify the time we spent doing it, that was the fun part. Something ending doesn't erase what you did up to the point of ending, right?
I'd dearly love to understand these questions.
TLDR (since these seem to be popular and I'm an old fart and don't want to get left behind): I'm having fun.
Very hard to say, the core gameplay is different enough from previous MMO's that it's gonna be love it or hate it. The rest of the game is stock ideas aside from the political system, which could go both ways as far as attracting or repelling players.
Personally, i love the gameplay, and i think the political system is going to provide ample popcorn opportunities. We'll have to wait and see if more gamers like the system or not.
Just one word. Content. When content is too easy or their is not enough of it games fail. SWTOR took a huge hit with their late content and their easy content.
They have the "hook" down perfect. Action-RPG combat, MMO space, instanced landscapes so it doesn't become impossible to quest, fast enough levelling to keep you going but slow enough to make it interesting.
The "line and sinker" will be the endgame. Currently we have "challenge mode" dungeons, of which there are 6 I believe, PVP, GvG, rift raids and the political system. I would love to see dungeon based raiding implemented (maybe 10 man, so that it doesn't become too crowded), or "super challenge mode" added, a tier of difficulty that needs the very best skills and gear to play, but are not REQUIRED for progression. Sort of a "top 5% of players" level that lets the super hardcores have their progression races, while us casually hardcores do the hard modes :)
As to the original question, as long as En Masse stay true to their promises, and so far they have, I can see them obtaining and keeping at least half a million, if not more, players in the Western client worldwide. (500,000 x $12.5 (averaged between all the sub levels) = $6.25 Mil a month, a healthy amount to keep any MMO afloat)
I agree with Keyral and the content...
Keep pumping out difficult, engaging, yet rewarding content. It's those things only the top 10% can accomplish that will keep people interested thinking 'man one day ill get that sick sword'.