Quote:
Originally Posted by maxtorps
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They had a passion for the game that wasn't unduly affected by the efforts of marketing to wring every last drop of money from customers until later. So you had no microtransactions, no pay to win, no easy paths (so called QoL) to attract a wider, perhaps more needy audience.
Instead, you had a rich variety of landscapes, mobs and lore. An emphasis on the social aspect of the game by introducing slowdown points so that players could genuinely make friends.
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This!
You can tell EQ was a passion project. Still, even back then the subscription model proved to be VERY lucrative. I often miss the days of no micro transactions in games.