Okay, let me get this straight...
You are launching, for all intents and purposes, a
game (while having source-material pre-dating WoW by considerable margin) whose sucess is still primarily reliant on bored WoW-players wanting to try something new, and you have NO TRIAL?!
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OK, technically that was the pre-order system and the beta. Ho hum. My impression from the beta was "nothing to significantly distinguish it from WoW," at least not in the early game. I got my preorder from Direct2Drive, so I can't return it--I've got a full month to keep trying once I feel like it. But I have a feeling I'll continue waiting for the big, non-fantasy MMOs coming out in 2009--The Agency (PS3), Champions Online (PC, consoles?), DC Universe Online (PC, consoles), and Star Trek Online (PC, consoles). Also, Tom Clancy's EndWar (XBox 360, PS3) which has elements of MMO to make it plausible to call it an MMORTS.
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When every other MMO out there has a 10-14 day no committment free trial, that's just weak, especially for a game that inevitably would be considered a WoW-clone.
See, I would really like a Warhammer 40K MMO. I feel like that could be awesome-sauce.
Or a World of Darkness MMO. Which could also be the worst thing ever, so I see why no one would do it, but still.
I am cautiously optimistic about Champions (PC/360) and the Agency. I very much want to play EndWar.
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It is fairly common that MMOs don't have free trials at release, though. They usually wait on the free trials until interest dies down a little bit, for some reason. LotRO and Age of Conan did the same thing.
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Game companies in general (I've noticed), tend not to be very good with their offer development, preferring to sell on brand, which doesn't do a thing to attract players who aren't intimately familiar with it.
Even more, in a day and age where you're specifically competing with WoW, and most likely for players who are already playing WoW, you're going to have a real tough time selling straight up retail.
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And I think that it goes to show that there are far too many moving parts involved in releasing a game in this market. I wonder why so many companies are moving towards this model rather than working on, say, more social features in a more traditional matchmaking-style multiplayer experience.
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That's a separate, though related, problem.
It's kind of why I was hoping for a 40K MMO instead. For one thing, it would have been less been there done that. And the 40K ip is quite strong right now.
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What's the point of spending that kind of money if you're not going to make it worth anyone's while to try?
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