Massively multiplayer games function by bringing people together to overcome challenges-often the requirements of quests and activities involve other players-and as a result this works to glue players to the returning to the game again and again.Ĭompanies such as Blizzard- who’s BlizzCon convention begins this very day-use the social factor to keep subscribers free-to-play games like Free Realms use it instead to entice users to purchase virtual items from the cash shop. The game is available on PC, Mac, and PlayStation Network and features a fantasy-based MMO experience where players are given a chance to involve themselves in adventures, minigames, and other social activities. Subscription-based MMOs, such as World of Warcraft and RIFT both continue to charge participants whether they play the game or not (thus generating revenue even if players do not participate that month.) Free-to-play MMOs depend instead on users purchasing from their virtual item shops.Īs a result, while 20 million registered users sounds extremely daunting, how many of those users are active during a month would probably be a better indicator. The reason is because Free Realms happens to be a free-to-play MMO, which means that users can fire-and-forget their accounts and it will build their registered user base. This may be a wonderful milestone, but it’s still not as useful as the monthly user count. Sony Online’s Free Realms MMO has hit a milestone of over 20 million registered users since its launch in spring 2009. If you choice to believe in server identity, thats absolutely fine - i have no issue with that - but to outright claim that anyone who disagrees with your opinion is wrong and didnt play before CRZ is desperate, and a logical fallacy.The best health metric used for massively multiplayer online (MMO) games these days happens to be how many people play them in a given period-often a month-but another overlooked standard is the total number of registered users. ![]() My friend list through real id and communities has only GROWN, as i have access to more and more people to play with. The other thing people lean on is "oh but back in the day, i had a friends list of good people, thats all gone now!" Player1 would get booted from a guild for whatever reason, and they would be back in a new guild clearing the same content by the end of the day. The overwhelming majority of players do not give two shits what some other random player thinks of another random player.Įven top end guilds would poach players endlessly back and forth, and nothing happened. People spammed trade endlessly for years and nothing happened. 5 minutes later their raid was full, they ran the content, ninjad the loot, and nothing happened. Sure, a few would spam in trade "but but but, this person is a ninja! dont group with them!". People formed ninja raids all through vanilla, bc, wrath - nothing stopped them. ![]() All these stories of people being chased off realms, forced to roll new characters on new servers, swapping factions - all pure fabrication in the heads of the people who honestly thought there QQ spam in trade actually resulted in anything other than looking like a pathetic little child crying that their brother stole their favorite toy. It only existed for those who wanted it to - those who bought into the concept. For many people the concept of server identity was garbage right from day 1. It pains me that people genuinely think like this. Anyone that argues against this never played WoW before these things.LoL - this is just one huge logical fallacy. CRZ and realm connections killed server identity.
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