![]() ![]() Remove one of the two "Pv" from the equation, and you clean a large percentage of the balancing problems off the chess board. Balancing the same abilities for PvP and PvE is a development nightmare, and almost always results in one having to take a back seat to the other, creating quite a lot of unhappy people within the community. The obvious and rather sad result is that the bleeding normally slows down, and in some cases it even stops, but the quality of the experience lowers for everyone involved.Ī further perk comes in the realm of balancing, which is arguably one of the biggest problems a MMORPG studio has to face. A lot of resources need to be moved away from keeping everyone happy and engaged, and diverted into enticing players to spend as much as possible in the cash shop. It also comes at the price of a rather massive shift in development philosophy. It's a placebo solution, as they don't raise the level of satisfaction of their players, but they simply lower the level of satisfaction needed to actually keep them around and to entice new ones to replace those that leave. ![]() When they discover that their ability to make everyone happy simply isn't up to par, the only way they have to address the almost unstoppable bleed of subscribers (and money) is to go free to play (or more precisely hybrid) and lower the entry barrier in order to keep their numbers up. Pay to Play MMORPG developers are simply trying too hard to make everyone happy, and in most cases they're failing. How many times you've seen the masses unleash the rage on a MMORPG's official forums because the next big update doesn't involve what each and every one of them would like to see? When you have to make everyone and his sister happy with every patch, you end up making no one truly happy, as the development efforts are excessively diluted between PvP, PvE, coffee, tea and cappuccino. Post-release updates are also part of the problem. Alternatively, when the development pace starts to slow down players simply go back to World of Warcraft: it may be old and cranky by now, but it still offers a comparable experience and a lot more content built over the years, paired with a large community that offers more chances for social interaction (and in the meanwhile the Camelot Unchained Kickstarter counter just reached $1,900,005 ). That's why, when the next big AAA title drops on the shelves, many simply migrate to it in order to find a similar experience with a fresh backdrop and shinier graphics.
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