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General Tabletop Discussion
*Dungeons & Dragons
How would you ensure longevity and sustainability for 5th Edition?
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<blockquote data-quote="Jessica" data-source="post: 6664751" data-attributes="member: 6796107"><p>MMOs using various popular licenses including Lord of the Rings, Conan, Warhammer, and Star Wars have all gone up against WoW and have all failed to take over it's place in the market with Warhammer Online actually being defunct now. Experienced MMO developers producing sequels to popular MMOs such as Guild Wars and Everquest have failed to take the spot from WoW. They've managed to take tiny portions of WoW's subscriber base which hurts WoW in the long run, but I think general wisdom is that right now the only thing that kill WoW is WoW. </p><p></p><p>When WoW was released, MMOs were still primarily for hardcore players and a niche genre. WoW was a very casual friendly game(yes even in Vanilla WoW) that attempted to appeal to a mass audience by removing massive penalties for death*, being able to be played solo**, running on older computers, made leveling faster***, and just came off of a very successful Warcraft 3 game and expansion. WoW was still unfinished and buggy when it came out and still had a lot of problems but there wasn't any serious competitors at the time to punish them. Any MMOs nowadays has to try to come into a market where there is an already reigning champion and they generally have to have a large amount of publicity and an incredibly solid game with plenty of content and many of the bells and whistles that MMO players are used to to even have a chance at unseating WoW. Chances are no knew MMO will take over until WoW is in it's final days and even then I have this feeling that a post-WoW MMO world will probably be a lot more decentralized with one MMO maybe having a plurality of active players at best due to the change of most MMOs from a subscription model to a F2P model.</p><p></p><p>*It might cost you a small amount of gold/silver/copper to repair damaged gear while other games might make you lose your equipment entirely or take away chunks of xp gained</p><p></p><p>**Many other MMOs before WoW often required you to have a group of people to even try and gaining levels or progressing through the game. WoW generally only requires you to group when you want to find a group for a dungeon or at max level when you want to join a PvE raid. You could level from 1-60 without ever entering a group if you wanted to.</p><p></p><p>***I never played original Everquest but I had friends who did and from what I understand it would take even hard core players several months to reach max level from character creation and that was with being able to get into groups to gain levels. I think my first character in WoW to get from level 1-60 took 12 days played(as in 12 actual 24 hour periods) and that was me being a noob at it.</p></blockquote><p></p>
[QUOTE="Jessica, post: 6664751, member: 6796107"] MMOs using various popular licenses including Lord of the Rings, Conan, Warhammer, and Star Wars have all gone up against WoW and have all failed to take over it's place in the market with Warhammer Online actually being defunct now. Experienced MMO developers producing sequels to popular MMOs such as Guild Wars and Everquest have failed to take the spot from WoW. They've managed to take tiny portions of WoW's subscriber base which hurts WoW in the long run, but I think general wisdom is that right now the only thing that kill WoW is WoW. When WoW was released, MMOs were still primarily for hardcore players and a niche genre. WoW was a very casual friendly game(yes even in Vanilla WoW) that attempted to appeal to a mass audience by removing massive penalties for death*, being able to be played solo**, running on older computers, made leveling faster***, and just came off of a very successful Warcraft 3 game and expansion. WoW was still unfinished and buggy when it came out and still had a lot of problems but there wasn't any serious competitors at the time to punish them. Any MMOs nowadays has to try to come into a market where there is an already reigning champion and they generally have to have a large amount of publicity and an incredibly solid game with plenty of content and many of the bells and whistles that MMO players are used to to even have a chance at unseating WoW. Chances are no knew MMO will take over until WoW is in it's final days and even then I have this feeling that a post-WoW MMO world will probably be a lot more decentralized with one MMO maybe having a plurality of active players at best due to the change of most MMOs from a subscription model to a F2P model. *It might cost you a small amount of gold/silver/copper to repair damaged gear while other games might make you lose your equipment entirely or take away chunks of xp gained **Many other MMOs before WoW often required you to have a group of people to even try and gaining levels or progressing through the game. WoW generally only requires you to group when you want to find a group for a dungeon or at max level when you want to join a PvE raid. You could level from 1-60 without ever entering a group if you wanted to. ***I never played original Everquest but I had friends who did and from what I understand it would take even hard core players several months to reach max level from character creation and that was with being able to get into groups to gain levels. I think my first character in WoW to get from level 1-60 took 12 days played(as in 12 actual 24 hour periods) and that was me being a noob at it. [/QUOTE]
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How would you ensure longevity and sustainability for 5th Edition?
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