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On-Line Gaming Addiction - EverQuest vs. Others
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 2329953" data-attributes="member: 11760"><p>Lineage I in Korea has a very different pricing model than WoW -- it's not really fair to compare the numbers. WoW just hit 2 million subscribers, which makes it the unquestioned king of the North American MMORPGs, as big as many of them combined.</p><p></p><p>I played EQ1 for about three years, starting in the Velious era through the first few days of GoD but then stepped down for the WoW alpha. Ultimately, many of the things that made the game addicting also drive people away from it, now that there are compelling other choices available. EQ1 requires a real sense of codependency with your character to succeed, and it's just gone further in that direction. It punishes players for striking out on their own or for exploring new areas without an army at their backs. (Not that either stopped me, but it sure did slow my advancement.) In contrast, City of Heroes, WoW and EQ2 all let players log on for 20 minutes and get something done, provide at least a semblance of structure instead of "here, go explore this world and find a quest or something, maybe." They also provide a great deal of small group and solo content (some games more than others).</p><p></p><p>EQ1's model hit its peak during the Planes of Power expansion, but a game designed around a guild being able to field 72 people each night for a single raid falls apart when those guilds can't bring those numbers to the table with any regularity any more.</p><p></p><p>EQ1 was a mix of good design and better timing. It was lightning in a bottle and I wouldn't recommend anyone starting with it toda.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 2329953, member: 11760"] Lineage I in Korea has a very different pricing model than WoW -- it's not really fair to compare the numbers. WoW just hit 2 million subscribers, which makes it the unquestioned king of the North American MMORPGs, as big as many of them combined. I played EQ1 for about three years, starting in the Velious era through the first few days of GoD but then stepped down for the WoW alpha. Ultimately, many of the things that made the game addicting also drive people away from it, now that there are compelling other choices available. EQ1 requires a real sense of codependency with your character to succeed, and it's just gone further in that direction. It punishes players for striking out on their own or for exploring new areas without an army at their backs. (Not that either stopped me, but it sure did slow my advancement.) In contrast, City of Heroes, WoW and EQ2 all let players log on for 20 minutes and get something done, provide at least a semblance of structure instead of "here, go explore this world and find a quest or something, maybe." They also provide a great deal of small group and solo content (some games more than others). EQ1's model hit its peak during the Planes of Power expansion, but a game designed around a guild being able to field 72 people each night for a single raid falls apart when those guilds can't bring those numbers to the table with any regularity any more. EQ1 was a mix of good design and better timing. It was lightning in a bottle and I wouldn't recommend anyone starting with it toda. [/QUOTE]
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