I'll go out on a limb here and say online games are in more trouble than they realize. Any discussion of MMOs these days tends to veer into the question of the genre's waning, obvious to anyone who looks past subscriber numbers to the lack of interest players display even as they keep logging in. Legitimized cheating is the main culprit still, but the underlying issue of oversimplification and toddler-grade lack of challenge will also have to be addressed at some point, and has pervaded all genres. When being angry at your teammates for sabotaging the team is a bannable offense... but sabotage never is... no wonder we've fallen back on deathmatch idiocy instead of anything more complex.
As for other online game genres, the real question isn't why you're failing but how you ever managed to last as long as you did with a campaign of overt anti-quality. How is it that broadcasting "ONLY RETARDED, DICKLESS LITTLE BITCHES SHOULD EVER WANT OUR PRODUCT" never struck anyone as an ultimately self-defeating marketing strategy to begin with?
No comments:
Post a Comment