[quote=“trielav, post:63, topic:39788”]
They didn’t, according to a quick google search, taking free to play effects into account. Is this ordering related to release dates, since new releases always generate hype? TERA was all about the Elin ERP, anyway.
[/quote]It was purely an example. The point is that a person has preference on one game over the other, despite the fact that the said game may or may not be less “socially interactive,” it is still popular, and is able to form a playerbase regardless.
[quote=“trielav, post:63, topic:39788”]
“Hey honey, let’s eat at the exact same restaurant every week. It doesn’t matter where we go since the point is mating anyway.” Good luck with that.
[/quote]Going by your logic, why is it that the vast majority continues to use Facebook? “Hey, let’s continue to use this same exact site every day, because it doesn’t matter what else we use since the point is to socially interact anyways. Plus, everyone is already using it.” Good luck with that, huh?
If the purpose is solely for social interaction, then really, there is not much of a reason for someone to be playing a different/new MMO, because everyone else will still be playing, or rather, using, a previous one to socially interact
[quote=“trielav, post:63, topic:39788”]
RO2 never took over its audience
[/quote]And why is that? What is it that makes Tree of Savior a better “successor” than Ragnarok Online 2? Surely if it is for social interaction purposes, wouldn’t the latter perform as much of a job as the former?
[quote=“trielav, post:63, topic:39788”]
RO proves how powerful social aspects can be even after the game itself is long obsolete.
[/quote]If its social aspects are as powerful as it is, does it matter if it is obsolete? With Facebook, given how old that it is, it is still the most commonly used social networking site. So shouldn’t that be the same for Ragnarok Online?
[quote=“trielav, post:63, topic:39788”]
Or the network effect is stabilizing it after the changes to the game lost a huge portion of its playerbase. Many factors are affecting it, so how do you isolate the effects of improved mechanics versus fast content releases, production values, marketing, etc?
[/quote]Yes, many factors are indeed affecting it. Factors of which (including the ones you have listed) that are not part of the game’s social aspects, which are now much less prominent that it was before. And yet, regardless of the social aspects, the game is still able to appeal to many.
It goes back to the point which I have made: A game’s overall structure (appeal, mechanics, etc.) plays a much more vital role than you might think. Social interaction merely builds upon that.
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