| SlightlyOlderGamer |
While I agree that the role flexibility would be a great way to distinguish PFO from WoW, I don't think you're really considering the size of the investment they would have to make in order to create a game that could potentially capture WoW's target audience, and the incredibly high risk that their investment would not see anything remotely resembling a reasonable return.
I didn't mean try to take *all* of their audience, I meant siphon off your 16,000 from their 10,000,000. I.e. the PO Vampire Bat nipping a belly full of profits off the sleeping WoW Cow that never even wakes.
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Yeah, thanks, been there. You're right, there are hundreds of choices. And I've been slowly sifting through them. Pathfinder Online caught my attention because a friend started playing Pathfinder recently and I was impressed with how Piazo handled it, much better than WotC handled 4e.
I can't think of anything left to be persistent in the themes you are describing. Instances that are limited to just you and your friends that reset as you leave (or at least have no effect on others), a lack of PVP means castles etc... will be more or less meaningless and may as well be their own instances that only you and your guild mates see (similar to DDO's airships)
Not at all! Just because I want PvP to require explicit consent does not mean I want it removed, nor does an instanced dungeon preclude a shared countryside, a player run smithy, etc.
I'm pretty sure there are quite a few MMO's out that will meet your needs better
Well, at least it's a good bet to say Pathfinder Online won't meet my needs, hence the note of sadness in my post. I do continue to sift through the MMO review sites, DDO is showing some signs of improvement, and Neverwinter isn't *that* far off so my cause is not hopeless. But it's important that Ryan see the potential audience because over the coming years the game will change and if players like Balodek and myself don't speak up he'll never know that we're watching and can be reached without a marketing expenditure.
The only cost-effective way to deliver Dynamic Content is to have the players themselves be the content.
But a reasonable alternative to truly dynamic content is so large a content pool that you could never get through it all. User contributed content could be produced at that rate (NW2) and be vetted cost effectively, and Piazo certainly has expertise in community contributed content :-) Not that I don't agree that your "player kills provide content" works as a means of preventing the Sysaphus complex (nice analogy, BTW) but I just want to point out it's not the only way.