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	<title>Comments on: MMORPG Industry: Lessons Learned from 2007</title>
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		<title>By: Flagshipped</title>
		<link>http://gmtristan.com/mmorpg-industry-lessons-learned-from-2007/comment-page-1/#comment-10827</link>
		<dc:creator>Flagshipped</dc:creator>
		<pubDate>Thu, 12 Jun 2008 04:07:01 +0000</pubDate>
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		<description>Amen to everyone on of those points. Easy enough to look at the popular, mold-breaking, online games showing the truth</description>
		<content:encoded><![CDATA[<p>Amen to everyone on of those points. Easy enough to look at the popular, mold-breaking, online games showing the truth</p>
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		<title>By: GM T</title>
		<link>http://gmtristan.com/mmorpg-industry-lessons-learned-from-2007/comment-page-1/#comment-7047</link>
		<dc:creator>GM T</dc:creator>
		<pubDate>Fri, 04 Jan 2008 15:11:30 +0000</pubDate>
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		<description>@sylv3rblade:

There are always pros and cons to everything. The concerns you mentioned on being a free game are true. The challenge then for managers of the game is to make certain that there is always good service, make the players satisfied by giving them quality events and also, communicating the value of paying in a positive way (like for example: you can save time by buying an EXP pot rather than grinding) will keep most players interested. It&#039;s a challenge, yes, to also keep up with anti-bot solutions. RO is still trying to find that Holy Grail.

Peace!</description>
		<content:encoded><![CDATA[<p>@sylv3rblade:</p>
<p>There are always pros and cons to everything. The concerns you mentioned on being a free game are true. The challenge then for managers of the game is to make certain that there is always good service, make the players satisfied by giving them quality events and also, communicating the value of paying in a positive way (like for example: you can save time by buying an EXP pot rather than grinding) will keep most players interested. It&#8217;s a challenge, yes, to also keep up with anti-bot solutions. RO is still trying to find that Holy Grail.</p>
<p>Peace!</p>
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		<title>By: paulette</title>
		<link>http://gmtristan.com/mmorpg-industry-lessons-learned-from-2007/comment-page-1/#comment-7041</link>
		<dc:creator>paulette</dc:creator>
		<pubDate>Fri, 04 Jan 2008 14:11:38 +0000</pubDate>
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		<description>I agree with you. Free is always a best offer. I dont know why verybody wants to take the lead dont you?  Maybe its human instinct to be on the top even if its just a game.</description>
		<content:encoded><![CDATA[<p>I agree with you. Free is always a best offer. I dont know why verybody wants to take the lead dont you?  Maybe its human instinct to be on the top even if its just a game.</p>
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		<title>By: sylv3rblade</title>
		<link>http://gmtristan.com/mmorpg-industry-lessons-learned-from-2007/comment-page-1/#comment-6989</link>
		<dc:creator>sylv3rblade</dc:creator>
		<pubDate>Wed, 02 Jan 2008 16:00:16 +0000</pubDate>
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		<description>Hmm.. I&#039;d disagree with being free as the best price.  It&#039;s not always about how much players are willing to pay to play but rather how much players are willing to pay to continue playing.  

Players may initially be attracted to the F2P service because of the price but in the end what makes them stick and what earns the publisher is the experience.  If you have a community that thrives on insisting on bots and 3rd party software instead of playing (even when the publisher is already hitting them with the ban hammer) then that&#039;s enough to drive the most casual of players away.</description>
		<content:encoded><![CDATA[<p>Hmm.. I&#8217;d disagree with being free as the best price.  It&#8217;s not always about how much players are willing to pay to play but rather how much players are willing to pay to continue playing.  </p>
<p>Players may initially be attracted to the F2P service because of the price but in the end what makes them stick and what earns the publisher is the experience.  If you have a community that thrives on insisting on bots and 3rd party software instead of playing (even when the publisher is already hitting them with the ban hammer) then that&#8217;s enough to drive the most casual of players away.</p>
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		<title>By: fatman</title>
		<link>http://gmtristan.com/mmorpg-industry-lessons-learned-from-2007/comment-page-1/#comment-6978</link>
		<dc:creator>fatman</dc:creator>
		<pubDate>Wed, 02 Jan 2008 13:27:53 +0000</pubDate>
		<guid isPermaLink="false">http://gmtristan.com/mmorpg-industry-lessons-learned-from-2007/#comment-6978</guid>
		<description>Auto Assault gone?  Too bad, it reminded me of Auto Duel and I would have wanted to try Auto Assault/Auto Duel MMORPG.

Pay to play depends on &lt;strong&gt;how much you are paying&lt;/strong&gt;.  US$15-20 is very heavy when in comparison, the local minimum daily wage is ~ US$8.  Which days are you going to starve just to be able to play World of Warcraft?

What else would make a MMORPG survive?  Maybe a large segment of &lt;strong&gt;non-power&lt;/strong&gt; players.  Power players are very fickle, imho.</description>
		<content:encoded><![CDATA[<p>Auto Assault gone?  Too bad, it reminded me of Auto Duel and I would have wanted to try Auto Assault/Auto Duel MMORPG.</p>
<p>Pay to play depends on <strong>how much you are paying</strong>.  US$15-20 is very heavy when in comparison, the local minimum daily wage is ~ US$8.  Which days are you going to starve just to be able to play World of Warcraft?</p>
<p>What else would make a MMORPG survive?  Maybe a large segment of <strong>non-power</strong> players.  Power players are very fickle, imho.</p>
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