That's just inferior endgame design on RO's part. The MMORPG revenue generation model requires that their players have something to do for a long time, and in RO's case that is the grind.
It doesn't have to be that way.
Games like Team Fortress 2 don't have a grind, and people come back and keep playing. I have friends on my Steam list and we've all been playing since it launched a year and a half ago. The issue is actually designing something fun and non-repetitive that players can do forever. Pangya is the same way. Some guy made chess many centuries ago and look at how long people have been playing that.
But, the real crux of the issue here is: You like some parts of RO. It's got spirit! So it's difficult to speak with your wallet, but even then I don't think governing games is the solution. What to do... private ser(ry
no subject
Date: 2009-01-26 03:03 am (UTC)It doesn't have to be that way.
Games like Team Fortress 2 don't have a grind, and people come back and keep playing. I have friends on my Steam list and we've all been playing since it launched a year and a half ago. The issue is actually designing something fun and non-repetitive that players can do forever. Pangya is the same way. Some guy made chess many centuries ago and look at how long people have been playing that.
But, the real crux of the issue here is: You like some parts of RO. It's got spirit! So it's difficult to speak with your wallet, but even then I don't think governing games is the solution. What to do... private ser(ry