Raid bosses are easily in my opinion the most important aspect of MMORPGs. Games that fall into a different genre may be more dynamic, but only here will tens and sometimes hundreds of players need to come together and work together to defeat an epic boss in a raid. Just simple getting together as many players as possible is not enough to determine your success. Players usually need to use trial and error with a number of different strategies before they can actually take down the boss. All this is done in order to test the weaknesses, come up with an effective approach and correctly coordinate players in the raid.
Over time, the concept of an “epic boss” has become rather blurred. Colossal monsters, the destruction of which requires a long preparation time, and then became just another episode from grandma’s fairy tales. Some raid bosses have already gained the “cult” status, and veterans of MMORPGs could tell you a dozen stories about those legendary fights. Fextralife's author tried to select the most powerful bosses who once upon a time, caused a burning sensation and will certainly awaken stirrings of nostalgic feelings from experienced raiders!
Hanzala from eXputer writes "History is witness to their downfall, yet they keep coming."
It's not so much Devs as it is Invested and shareholders, issue is barely anyone has the backbone to stand up to them anymore and say no for the sake of the project.
This is a fairly interesting article that does summarize a bit of the history of this revenue type. But to answer the main question is a much simpler affair: While people will say in the internet that they hate GaaS games. The top revenue generating games are GaaS, so companies will try to have their own. Take Genshin Impact for example, that game alone generated more than 1.5 Billion USD in revenue during 2022. That is almost as much as the 1.9 Billion USD that Ubisoft as a whole generated that year.
It's definitely a risky move because the majority of GaaS games don't reach the level of success Genshin Impact achieved. However, companies can't seem to take their eyes off that tempting prize at the end.
Do you ever think that over the past year or so every studio who makes this shit has started to think
"GaaS is dying out partially because there's so many of them in the market now, I think other developers are moving away from the model now BUT lets stick to our GaaS game and then when it releases we'll be one of the few on the market still which allows us to get more of the market share since every one else has left"
Yet because every developer has that same thought process they've now all got GaaS games on a still over saturated market.
Premiere gaming is dying. With Spider-Man's 300 million dollar budget and Ratchet & Clank's ridiculously low return on investment (8 million Dollar loss) AAA gaming is going to be only filled with even more High profile IPs trying to make the biggest bang for buck. Expect to see more of this stuff.
"AA" level games are now making a big comeback and are usually even more beloved by playerbase now. So hopefully that's the silver lining. Smaller, better games.
Navigate your way through 2024 with the World of Warcraft roadmap with Executive Producer Holly Longdale.
World of Warcraft boss Holly Longdale tells us which of the WoW Season of Discovery classes she'll be picking up in Classic's new mode.
Haha, yea that's why I had to quit FFXI in the mid 2000s. The game had so many ridiculously long raids and fights. Not to mention the long ass NM camps w tons of gold selling bot users waiting to snatch the kill. So frustrating bc they were always there. Some were close to 24 hour camps if I remember. Some shorter. I loved the game & community, but had to walk away. Too demanding. Pandemonium is after my time.