This is not necessarily true. While there has to be a large number of players per server, there doesn't necessarily have to be a large number of players per area if game systems actively prevent such an occurrence from ever happening. Take oldschool MUDs, which could easily fill the criteria: Despite the fact that there could be 300 or more on at a time, a huge number for the day, you'd NEVER get more than about 15 people in a single room, because if you tried, the room would catch fire and everyone would burn to death, thieves would show up to loot their corpses, and they, too, would burn to death upon the room acquiring too many people. It was simply an accepted fact of life that you were never gonna get more than about 10 people in a room before the odds of the room bursting into flames became too large and a fire started.This is so wrong on multiple levels. An MMO is first and foremost defined by player-freedom. It has to support both a large number per server and a large number per area to truly qualify as MMO. See Eve Online nullsec average battle sizes in its prime for reference.
what
Lol.what
I'm serious
Lol.what
I'm serious
Chronologically, what happened:
When they first released Life is Feudal, they claimed the idea was to test the mechanics and the engine before going the MMO route. However, in a surprising turn of event, their game becomes popular and they make more money than they ever hoped to make even with an MMO and more than they can manage. Do they spend this money to quickly fix their broken game, or to concentrate effort on the MMO code, or anything like that? No, not really. Before going forward with the chronology of events, I just want to say that there is a certain amount of money that a man can reach, when he stops thinking about work. He's achieved his goals and dreams, he focuses on life's pleasures and hobbies, not on work.
Then what happens next, out of the blue comes not an MMO, but a strategy game. Which looks like someone else made the game and said "hey guys let's stick the Life is Feudal logo on it and split up the money". Or they just lost interest in the MMO entirely by that point and made it themselves?
Then they "release" Life is Feudal from EA with all their broken stuff, which is an obvious move to make money from the audience that stays away from EA games, before abandoning the project entirely. The game is "released", it's feature complete. They guys gather the last money they can from this project and are making off.
Years later after initial promises, still no news of the MMO.
Then your post happens. Lol.
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