Having played many MMOs, most of them failed. Most of these failures were not shocking and to be expected, and thus I noticed a pattern of factors that kill MMORPGs:
1. Gold Sellers/Chat Spam
2. In-game Economics
3. P2W Cash Shop
4. Social Game
~How can IMCGames/TOS avoid hammering these nails into its own coffin?~
[1. Gold Sellers/Chat Spam]
Gold sellers get to determine the [value of currency] in MMORPGs if you let them swarm the server.
Contrary to popular belief, “Gold sellers” are not just a fact of life of MMORPGS. I have played MMORPGs before where the GMs kept gold sellers at bay and spamming chat is not a problem.
[2. In-game Economics and Lack-of-player-trade]
-One of the things that made games like MapleStory and Trickster great were the economies. Extremely rare items that granted very modest stat boosts were sought after by everyone, and crafting industries provided the means for unlucky players to acquire rare armor/items - by purchasing it.
Not everyone has the time to raid for an hour a day for a small chance at receiving a rare equip, in-game economics enhance the character and decrease the difficulty of the game, so there is incentive to participate in all aspects of the game - not just combat.
(Surprisingly, one of the best examples of a successful MMORPG economy is Runescape.)
When the players are not regularly interacting with each other and determining prices based on competition, supply and demand, the [Value of Gold] (Or any currency equivalent) becomes unstable.
[3. P2W Cash Shop]
A pay-to-win Cash Shop is any Cash Shop that starts providing significant [additional Stats] and is no longer cosmetic.
When players can purchase high stats for real money and infallible armor, it discourages players from grinding and working towards weapon/armor goals.
It invalidates the gameplay mechanics of the game - why create things like skill combos and the ability to dodge attacks if we can just: 1. Buy Cash Shop Gear with +STATS 2. stand still 3. win
The day we are able to purchase: [CUTE OUTFIT, INT+10] in the Cash Shop is the day TOS starts dying. Often times, this death is not quick and painless, but slow and brutal.
[4. Social Game]
The most successful MMORPGs were also the ones that had thriving, active communities.
Obviously, TOS is extremely popular and will have mainstream success as a MMORPG, much like MapleStory, Ragnarok Online and Trickster all had. Many TOS players have stated that this is their “RO 2.0” and a successor to Ragnarok Online.
This game definitely has the fanbase and numbers to sustain itself (# of players/population) and should utilize that to create a community which survives even AFTER/IF IMCGames makes decisions which negatively impact the gameplay experience of Tree of Savior.
Do you agree/disagree with my list? What factors do YOU think contribute to the failure of a MMORPG? How can IMCGames encourage the longevity of this MMO?


