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回報翻譯問題
The idea on paper is great, actually. But of course, it probably would be a hell of a mess to program.
It reminds me of an idea that was implemented (though sadly changed) in an old Star Wars MMORPG. Truth is, if you want a semblance to appear randomly depending on your gameplay, chances are that the semblance will be decided by a checkbox or by numbers. This can lead to mostly two roads: Either the community quickly discovers which actions gives you which semblance, or semblance becomes really rare; something we all know its not likely for a game filled with hunters/huntresses.
Knowing this, if you are gonna use a Tank, 99% of the time you will end with a semblance similar to Yang. It would be crazy to play as a Tank and receive a healing semblance. So, why wait 5 or 10 levels to get a semblance you know you are gonna get, when you can get it from the get go?
Its an interesting idea but not as easy to implement as it seems.
That's kinda what I mean, like ur semblance could attack, defense, healing, etc.
Was the Star Wars game u were talking about Star Wars Galaxies?
Say it follows WoW pricing (which many would probably balk at) that would be roughly 3,000 a month. Sadly I don't know what the fee would be to run the servers (keep them going, updating them, keep people staffed to update and keep them going, people to add new content, etc)... Maybe it would be doable, but I think it would be a much more risky venture.
Of course even estimating that would be much easier to do if I could find a rough estimate on what the server cost would be in the first place.
As I said before, a subscription fee is out of the question. The sub model has failed on everything recent and the only one that has ever sustained it was WoW. Final Fantasy XIV is still too new, but also keep in mind, the Final Fantasy fandom is HUGE.
ESO, SWTOR etc have all gone free to play.
The supposed funding COULD be supported by game purchases and something like the gem store on GW2, but the consumer interest is still a limiting factor and it would require a decent size playerbase to fund it and justify it's existence.
Bluefountain actually summed it up well, there is simply not enough consumer interest. A fanbase is just that...a fanbase. We happen to be a niche fanbase of a internet show that most people don't know about in the mainstream.
IPs like WoW and GW2 and even Runescape have a much wider appeal due to the fact they are set in generic fantasy settings that most people are familiar with(Knights, dragons, wizards etc).
Keep in mind, at launch WoW had over 1 million subs when it first started(Vanilla WoW).
Guild Wars 2 had 450,000 accounts at launch and quite a few came from Guild Wars 1. so it already had a source of players(although it was never a sub model, game sales and the gem store fund it from all those players).
There is no way...no way that RWBY can sustain itself with a sub model. There is simply not enough people into it to fund a server through any funding methodology.
And I'm pretty sure SE and Final Fantasy both have a much larger fan base than RWBY.
How many people would actually become regular players?
How much does it cost to have all those players?
And can the servers handle that many players?
It's idealistic, not a realistic view that you have. Unfortunately, I am blessed with a totally realistic view of the world and am very rarley idealistic like yourself, which makes life about facts and logic for me.
Fact:
1. MMO take YEARS more to develop than a typical game, even by big companies like Blizzard and Arenanet
2. You cannot overlook that RT have never even come close to anything of the scale, and likely never will do to resource constraints. What they've done with this game is a miracle to say the least(minus the current models)
3. We have to look at the numbers for this game, because that's all we have to gauge the success of a potential MMO.
As Bluefountain said, "Sure the peak is 1810, but after the initial release the average seems to be around 100."
Granted the game is still in early access, but most RWBY fans know about it.
Bluefountain also made another good point about numbers and that's how many people would actually want to dedicate time to an MMO, fund it, have a machine capable of playing it etc.
If we split the RWBY fanbase up: most are simply content with just watching the show, while others may pick up a game from time to time. Likely out of the entire fanbase, you could probably only count on at most 1,000 fans worldwide to reliably dedicate themselves to an MMO of the series.
MMO games succeed with a hook that draws you in and keeps you in. I've wasted more time between Runescape, WoW and Guild Wars 2(been playing MMO games since I was in middle school) than I care to admit.
Without the hook, MMO games fail. There has to be a reason to keep playing, keep the playerbase up, and fund it.
4. MMO games are being "replaced" by MOBA:
The sad fact of the matter is, MMO games in this day and age are not as strong as they once were due to multiple factors such as shifting economy, core playerbases growing up and not having the same time they once had, and games like League of Legends coming out and becoming huge.
Even WoW, the king of all MMO games is falling from grace, so much so that Blizzard cancelled it's successor, project Titan, no longer will report subscriber count as of this year due to rapidly falling subs, and it's own MOBA games pulling players away.
When I left WoW, it was at it's peak of 13 million...at the start of Cataclysm expansion.
Now, it's at 5 millon or so...the lowest it's been since Vanilla.(So from 2 BILLION Us dollars a month, to 75 Million fro subs alone)
They started consolidating servers among other things to compensate.
Square Enix, as Bluefountain said, got very lucky and almost went under. Such a big company and such a hard time making it despite it.
Too new as I said to have any idea if it will make it or not. I can say for certain that it won't live over a decade like WoW has.
EDIT: Where ever hearts appear, it replaces "mmo***games" for some weird reason