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Mist is a Rhode Islander. So he wasn't affected by Maine's gaping hole.Curt did fuck Maine in the ass though, so as long as you aren't Mist that's probably a positive point

Mist is a Rhode Islander. So he wasn't affected by Maine's gaping hole.
Im under the impression that Big Head made most of Kingdoms of Amalur, but the lore, the design and everything was changed to match R.A. Salvatore's vision. So not necessarily a complete retooling, but quite a lot of changes happened after the merger. Compared to something like Dragon Age Veilguard, at 1.2 million copies - is a success. But compared to something like Valheim, its a flop. So .. subjective is what Im getting at. Considering THQ bought Kingdoms of Amalur for less than a million, I dont think it did that well.um didn't he actually just buy the single player game and co-opt the lore to fit his MMO he was designing?
And Kingdom's of Amalur was a massive hit financially, just not enough to offset the massive money pit of ego driven game development
um didn't he actually just buy the single player game and co-opt the lore to fit his MMO he was designing?
I think a lot of folks just need to lower their expectations. It is a niche market that is in decline. Competent devs with a small budget could put out a decent smaller game. A game like DDO with a more recent engine could smash hard. The tools are all there.

Thats what I would do. But another thing a lot of posts like these neglect to mention is what audience the game is trying to reach. Is that audience the "ideal" audience that an MMO should be reaching for? For example, I think MNM is actually doing a good job of catering to that specific niche audience and they are keeping their budget small enough that that "niche group" of players will be able to support it. The long leveling process should keep people subbed at least for a few months, and if they play that long - then the psychology of it should have them invested in their character and by extension, the game, by that point - to keep their sub going.As its been said here, and looking at successful examples like Albion, even warcraft wasn't exactly stacked with features in 04. It had a great combat system that was fun and responsive. Dungeons and a couple raids at the end. Start with a functioning base game with good combat and add all the extra shit over time. Naval combat, yeah later. Massive world, start small add to it. 50 classed and specs, nah, start with a few and add 1 or 2 unique and then add more later.
I think thats the model of any future successful mmo. Any company trying to launch with everything and the kitchen sink, plus 50 classes, and water naval combat is going to fail.
A lot of those PvP-focused games are like that. There is a famous Youtube video by Josh Strife Hayes about the failure of New World, which was announced as a "Full Loot PvP MMO with territory control"You would think with all the PVP stuff it would have been clear that it was a PVP game. But you did anything but PVP to level. Anything but PVP to acquire gear. Everything was riding on the back of PVE players - the economy, the buildings, the taxes, the trade skills, the gathering, gear acquisition from PVE, gear acquisition from those trade skills, etc. ... Yet, the vibe was very clear, and ever present, that PVP held the crown of importance. The entire idea behind mules, caravans, etc. is to just straight rob PVE'ers. I think the entire concept, whether its AOC or Archeage, is just dumb. New World's fort destruction was just as dumb.
WoW was a new type of game for most people who had never played EQ, or MuDs, etc. But WoW is way old now and the vast majority of players don't care about the old stuff. Even most of WoW's playerbase moved on to newer games and game types a long time ago. If they wanted more of the same then Wildstar would have been successful.As its been said here, and looking at successful examples like Albion, even warcraft wasn't exactly stacked with features in 04. It had a great combat system that was fun and responsive. Dungeons and a couple raids at the end. Start with a functioning base game with good combat and add all the extra shit over time. Naval combat, yeah later. Massive world, start small add to it. 50 classes and specs, nah, start with a few and add 1 or 2 unique and then add more later.
I think thats the model of any future successful mmo. Any company trying to launch with everything and the kitchen sink, plus 50 classes, and water naval combat is going to fail.