TERA NA and EU will be introducing a truly fair freemium plan going forward in February.
Monthly Archives: January 2013
SMITE God Reveal: Hercules
SMITE reveals its first god of 2013, Hercules the Champion of Rome!
OnRPG Shotgun News 1/9: WoW, Marvel Heroes, and SMITE!
OnRPG Shotgun News 1/9: WoW, Marvel Heroes, and SMITE!
By Shannon Doyle (Leliah), OnRPG
WoW Releases Another $25 Mount

A new $25 mount is now available in World of Warcraft. Though the first one created quite a stir it still sold well enough for another to be made. The Swift Windsteed is able to fly, matches your fastest mount’s speed and walks on a cloud.
Marvel Heroes Announces Pre Order Packs
Though there isn’t a release date yet Marvel Heroes has announced 24 different options for the pre order of the free to play game. They range from $19.99 to $200 and fall into three different types. The Starter Packs come with one hero, two costumes, in game currency, and a two day headstart. There are 16 choices. There are 7 premium packs which have four heroes, more in game currency, and four days early access. And then there is the big one, the Ultimate Pack. For $200 you can get all the heroes, all the costumes, $50 extra in game currency, a full week of early access, four exclusive costumes, and a perminant 5% XP and item find boost.
SMITE Reveals Hercules and Releases New Balance Changes
A new five minute long video reveals the newest god, or I should say demi god in SMITE, Hercules, The Champion of Rome. It starts by going through Hercules’ history before moving on to the character’s abilities and how it looks in combat. You can check it out for yourself below. You can check out the full patch notes at Hirez’s official site.
En Masse Entertainment Offers Subscription-Free Choices for TERA
En Masse Entertainment Offers Subscription-Free Choices for TERA

En Masse Entertainment™, a player-driven publisher focused on delivering fun and innovative online games, today announced that its award-winning action MMO, TERA™, will be available without a subscription starting in February, giving players flexibility on how they want to enjoy the game. TERA: Rising requires no upfront payment, and provides an in-game store as well as elite status options for players who wish to customize their experience. New players will enjoy standard status with no level cap or content restrictions, while past and current subscribers will receive permanent founder status with exclusive privileges. Any player may opt to purchase elite status, which confers a wealth of benefits, in 30-day increments.
To celebrate this next chapter of TERA, En Masse Entertainment will be launching new in-game content, including a wave-based dungeon and a PvP battleground map that introduces a new way for players to test their skills against each other. The multi-stage Crucible of Flame dungeon challenges players with a series of epic, high-level battles culminating with a new boss fight against the immense Cyclops. This dungeon offers varying rewards based on performance. Additionally, more competitive players can take off in Champions’ Skyring, an all-new three-versus-three PvP battleground with some of TERA’s best PvP gear at stake.

“With TERA: Rising, we created a fresh, action-oriented play style that is centered around allowing players to take control of their actions on the battlefield,” said Chris Lee, CEO of En Masse Entertainment. “We feel the time has come to offer the same level of control in how they invest in the world of TERA, so we are offering a tiered approach that includes a compelling free option, to accessing the game.”
Standard players will have full access to TERA’s wealth of in-game content with two free characters per server. They are not subject to level caps and will experience no restrictions to content, time, or level. In recognition of their early adoption to the game, players who purchased TERA will gain founder benefits, including eight character slots, four bank tabs, a “Founder” title, the exclusive Terminus mount, and much more.

Available in 30-day increments for $14.99, elite status grants players extra dungeon rewards, 10 bonus quests per day, a daily delivery of items and boosts, an elite mount, in-game store discounts, waived brokerage registration taxes, and more. Elite players will find that their status pays for itself through free items and discounts, let alone in-game perks.
While non-elite players will not benefit from the same perks as their Elite counterparts, they will experience game content, character growth, holding political office, and other in-game determinations of status and power exactly the same way all players have since the game launched. They can also choose to buy most items available to elite status players on an a la carte basis from the in-game store or trade broker.
Age of Wushu Review  Enter the World of Wuxia
Age of Wushu Review – Enter the World of Wuxia
By Jordan Hall(ApocaRUFF), OnRPG Journalist
Age of Wushu is a martial arts-themed MMORPG brought to us by Snail Games. It was originally developed and released in China and has been so successful that it will be released in both North American and Europe. The game takes place in medieval China and makes use of the Wuxia lore that has been the setting for many popular Chinese stories. IF you are a fan of martial arts and games that offer lots of freedom, you will want to check this title out.
Wuxia is the term used to describe the fantasy world in which martial arts heroes are able to achieve superhuman feats. In Age of Wushu, you will take on the role of one of these martial arts heroes and travel across the massive land of ancient China. The game offers you a lot of freedom and is completely FFA PVP. You can be attacked anywhere and at anytime by anyone, even someone from your own school. Luckily, there is no looting of dead players.
Features
PVP – PVP is enabled everywhere, even in the middle of town, and there is no way to escape it. When you log in, you are warned of this and asked if you accept it. Your only protection will be your own ability as a martial artist and the kindness of others.
Skill-based – There are no traditional levels in Age of Wushu. The closest thing to a level you will find is how far you have cultivated your Internal Skills. You raise each skill individually using the Cultivation system.
Crafting & Resource Gathering – Age of Wushu offers a diverse and interesting crafting system. There are several crafting professions to choose from that will allow you to make items needed by yourself and your fellow players. Of course, there is a resource gathering system to go along with this.
Life Skills – Not everything requires combat. You can learn valuable life skills that can help give you a respite from the fighting. If it’s your thing, you can start playing Weiqi, an ancient Chinese board game. Or perhaps you would prefer breeding silk worms for their silk? And when you decide to go back to fighting, your life skills will often help you.
Schools – Rather than classes, there are schools. While similar, schools are a lot more involved than typical MMORPG classes. They double as a faction, and are almost as close-knit as a guild. The school you choose will have a big part in how you play the game. One great feature is that executive positions within the school can be taken by players, including school leader.
Guilds – Guilds can grow and take over territories and guild bases. When a guild takes a base, it becomes susceptible to attack from enemy guilds and the buildings within can be burned down.
Age of Wushu is full of neat features, the above are just those that stood out to me the most. I can honestly say that this is one of the most feature-complete online titles that I’ve seen come from Asia. All the options were a pleasant surprise and the unconventional way of raising your skills was refreshing. I’ve got to thank Snail Games for providing such a unique experience.
Customization
Customization in Age of Wushu is not too extensive. Most of the options focus on the face and you are given the ability to literally sculpt your face. You are free to position and change your nose, eyes, and jaw among other things. You may also choose your starting clothes, hair – which I thought had a limited selection, and other essentials.
You will choose your character’s back-story, which will have an effect on your starting location and your storyline. After you are in the game, most of the customization comes in the form of choosing life skills to learn, developing your abilities that fit your style the best, and dressing your character using the many clothing options available. All these options combined means you will not be running in to copies of yourself frequently. I’ve yet to find someone who looks just like me.
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Graphics
There is no denying it, Age of Wushu is a stunning game. Not because the textures are high quality (because they aren’t), but because the landscapes are so beautifully crafted. Each area tells a story and you can see the care that went in to making them. Everywhere you look you will see amazing vistas that will make you stop and take screenshots. I’ve taken well over a hundred so far. You can imagine how hard it is for me to decide which to include in this article. Hopefully the ones I share will show you what I mean.
The world in Age of Wushu is huge, just like China is huge in real life. There are many different areas, with their own unique looks and styles. There are plenty of cities to experience and wilderness to explore. In all my travels, I only came across one negative when it came to graphics. It was a bridge that was not solid, and I fell to my death. Other than that, while definitely not “next gen”, the graphics are impressive.
Controls
There isn’t much for me to write in this section. WASD and point-and-click movement are available. When you log in, you are prompted to go with “traditional” or “new” movement scheme. The only difference is one has you actually walking backwards when you hit S, and the other has you turn around and run in the other direction when you hit S. Jumping plays a big role in the game, in both combat and just getting around. There is auto-pathing for quest, which is nice as it can take a while to get to all the different quest objectives. The only issue with the controls that I had was that by default, Right Mouse Button is used for both moving your camera and blocking in combat. Changing the blocking key to something like E (which isn’t bound to anything) fixes this.
Community
Community plays a large role in Age of Wushu. When you choose your school, you are thrown in to a thriving community. You will be working together with these people to protect and advance your school. There is also your guild, which can be made up of people from every school. The game promotes making friends AND enemies. You can have normal friends, close friends, enemies, and blood enemies.
Sometimes you are presented with situations that will have you conflicted. You might have a guild member or a close friend who is stealing books from your school. Should you let them go, or stop them? Maybe your guild leader has a different school than you, and your two schools are going to war and he orders everyone else to join his side in the war. Dilemmas such as these add so much more depth to the game.
Rarely I’ve come across someone who was not helpful and friendly. Most everyone I’ve met and talked to has tried their best to help those around them, even if it is with a redundant question that gets asked every five minutes. The amount of patience and understanding had by the community in Age of Wushu is astonishing.
Gameplay
Age of Wushu has a very diverse range of gameplay elements. While it provides a satisfying combat system, it also gives you plenty of non-combat stuff to do. From playing board games to tailoring clothes. I’ve seen games offer this type of stuff before, but I’ve not seen a game tie it all together so well. It’s just superb all the options available to you.
There is no doubt that combat is the center of the game. I mean come on, it’s based on Wuxia. And because of this, the developers have put a great deal of work in to making an exciting combat system that can convey the awesomeness of martial arts mixed with superhuman abilities. Learning ‘flying’ abilities that allow you to run across water, sprint up walls, and jump long distances makes for a very three-dimensional experience. There’s nothing like exchanging blows with an enemy while you’re both in the air, and then throwing knives at each other while you sprint across water.
Each school has their own unique styles of combat. For example, Shaolin focuses on staff and unarmed combat techniques. Each school has multiple sets of abilities that you can learn and train in. You and your friend can both be in Shaolin, yet have completely different focuses that makes you both have your own unique style of fighting. Your school will also dictate what you should and shouldn’t do. I say should or shouldn’t because even if it’s against your school rules, you can still do it (at the cost of penalty points). For example, the Beggar Sect has abilities that depend on being drunk, while Shaolin can learn those skills by stealing ability scripts, they are not allowed to get drunk.
PVP plays a massive part in the game. Everywhere you go, you are to be attacked by anyone. Of course, there are consequences for killing someone unprovoked, such as becoming a criminal and having player constables chasing after you to put you in jail. The people you kill can also put a bounty on your head. If you do enough bad things, you might even get your head chopped off in a public execution.
Two big events, in terms of PVP, are the School Wars and Guild Base Raids. In School Wars, two schools are pitted against each other in a sort of “capture-the-point” game type where hundreds of players will fight. Each war has a defender and an attacker, the defender’s school plays the part of the battlefield. If you are not in one of the schools participating in the war, you are able to choose whether you want to join the attackers or the defenders, or not participate at all.
In a Guild Base Raid, the attacking guild leader issues a warning that the attack will happen a few days in advance, so that the defending guild will be able to organize a defense. The attack itself consists of the attackers trying to burn down the enemy guild’s building, which will require resources to rebuild. Allies of the attackers and defenders can also take part in the battle. I had the most fun in base raids.
Each week on Sunday, there is an event called the School Meeting. This is a tournament of sorts where members of a school will fight for executive positions within the school. There is a tournament between the challengers and then the winners get to challenge the current executives for their leadership roles. The school leader is voted on by everyone in the school.
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Rather than your traditional leveling system, Age of Wushu uses a unique ‘cultivation’ system. With cultivation, the experience you have collected is regularly converted in to cultivation points which are then used to train your individual skills. You can take medicines, receive buffs, and visit sacred areas to increase the conversion rate. I really liked this system, because it seemed to take away a lot of the monotony of raising your skills.
Once you have cultivation points, there are three methods to raise your skills with them. You can do Internal Cultivation, which is passive and will regularly put in points towards raising your chosen skill. There is also Practice Martial Arts, where you can use the in-game money to raise skills (there is a daily limit, though). And then there is Team Practice, where one to ten players get together and “practice” using a mini-game where you must input a random combination of keys correctly.
Like I said, resource gathering and crafting is pretty interesting. You are able to take all of the gathering professions, which are mining, fishing, hunting (skinning), woodcutting, and farming. Everything is your pretty standard MMORPG gathering. You find a resource node, click on it, wait a bit and then get a pop-up asking you to loot what you gathered.
However, things start getting a bit interesting when it comes to farming. The farming system is great. You start with some seeds, which you can get by looting enemies or purchasing them from NPCs. You then take those seeds to one of the fields surrounding the towns and villages and plant them. Then you wait for them to grow. Depending on the crop this can take anywhere from three minutes to over nine minutes. You can use fertilizer to knock off a minute of time, and there is no limit to how much fertilizer you can use. You will also have to employ other chemicals to kill weeds and bugs to keep your crop healthy.
Crafting is also similar to what you would find in other games. There are some differences, such as allowing people to use your services, for a price, as long as they have the materials to make it. This requires no input by you which can be convenient if you want to make a bit of money while AFK. There are also the mini-games. Each crafting profession has a bejeweled-type mini-game that can be played for bonuses and advancement.
Another big part of the game is the instances. There are normal instances and mini-instances. The biggest difference between the two is the difficulty and the time it will take to complete. Of course, you will get better loot from the bigger instances. Flying skill books and recipes that players can learn are the main reason for doing these instances.
Going offline is a pretty big thing. Why? Because when you log out, your character stays in the game and takes up a part time job. This can range from a street performer, to a guard. You can even become a tea server at the local tea shop. It depends on your location when you logged out and what skills you have. During this time, your character will gain you experience, money, and some other goodies for when you log back in. It is also possible for your character to be kidnapped by another player and sold to a shop or mine to be forced to work there. This does nothing negative to you, and the person trying to kidnap you can be killed by other players to save you.
The biggest issue I’ve come across is localization. That is, the translation of the game. Right now it is not too bad, but a lot of things are confusing and next to nothing is known about a lot of things due to lack of proper translations. These problems can range from the wrong number being given in a buff, to a wrong description of an item. Compared to the first Closed Beta, however, the translations are a lot better so I have hope that these errors will be smoothed out over the next month of beta testing prior to launch.
Conclusion
In my opinion, Age of Wushu is a great game that brings some really innovative features to the market. From the intense action-oriented combat to the focus on social aspects of the game, they do things quite well. My biggest worry is the cash-shop. Even though Snail Games has promised to keep it from being pay-to-win, the allure of doing so may make them change their mind in the future. If they can keep true to their word, I see smooth sailing and bright skies for Age of Wushu. I’ve enjoyed my time in the game so far and I plan to continue playing.
Graphics: 3/5
Controls: 3/5
Customization: 3.5/5
Community: 4/5
Features: 5/5
Overall: 4/5
Conquer Online Introduces New Force – The Oriental Assassin!
Conquer Online Introduces New Force – The Oriental Assassin!

Conquer Online, an MMORPG featuring fast-paced combat, simple gameplay and oriental fantasy, is ready to unveil a new eastern legend – the Oriental Assassin. Said to once be a part of the empires secret guard, the best assassins are sent out to hunt down the empire’s most-wanted and most feared. Unlike all the other assassins you find in other MMOs, the Oriental Assassin is very unique as a long-range class, attacking their enemies from a distance with stealth and their deadly throwing knives.
The Oriental Assassin: What secrets hide behind the veil?
Different from the current 7 classes (Warrior, Ninja, Trojan, Archer, Monk, Taoist and Pirate) in CO, Assassins have a unique combat style and transformation ability. When throwing knives are equipped, Archers will become Assassins and then they can launch a fast and deadly attack on a target from a distance, killing them before they even know what happened.
Throwing Knives: An Assassin’s Deadly Companion
The Conquer Online team has announced that the Oriental Assassin will be joining the battle in January, yet some information about their skills has already been announced. The new addition will bring four brand new skills, as well as a special XP skill, which will maximize the advantage of the Assassin’s long-range attack, making them a powerful force, especially in PvP battles. Detailed information and trailers on this new class will be released on the official CO Homepage, soon!
2013 Predictions: The Rise of eSports
2013 Predictions: The Rise of eSports
By Mohammad Abubakr, OnRPG Journalist
The last year has been amazing when it comes to eSports. For those unfamiliar with the term, electronic sports are the competitive side of all video games. While most people play games to pass time and enjoy themselves, there are also those that play these games professionally. Their survival, literally, relies on their ability to perform in the competitive scene.
Remko has gone over what eSports is for those unfamiliar with the term: http://www.onrpg.com/MMO/Starcraft-II/review/What-is-E-Sports
We have seen some amazing tournaments in 2012 offering massive prize pools such as The International II with a 1.6 million USD prize pool and 1 million USD for the first place team! Tournaments such as these allow professional players to pursue their dreams as professional gamers. It is impossible to follow the competitive scene for all games which is why I will be focusing on Dota 2’s competitive scene throughout this article.
Dota 2, just like other games with a large competitive scene, has seen a massive growth in both the quantity and quality of its tournaments. More and more players are being attracted to these competitive events resulting in record breaking viewer numbers for competitive events. With tournaments such as The International II having over 550,000 concurrent viewers, advertisers are unable to ignore gaming.
All countries are competing together, but can all countries have their own competitions?
In 2013 I would not be surprised to see these advertisers not only continue to sponsor teams but begin to form their own teams. Last year we have seen teams such as Evil Geniuses add on sponsors to their names and tags but eventually we will simply see more and more teams named after large companies. It won’t be EG Raidcall but just Raidcall.
With more and more companies interested in sponsoring competitive teams, we should see a rise in the size and quantity of professional teams. Games such as Dota 2 cannot have team sizes larger than five but even these games can see increases in team sizes with multiple teams forming under one name. As more people are interested in the competitive side, many more open tournaments should be run in 2013 allowing any gamer to compete but most importantly be noticed. We should see many new faces in the competitive scene of 2013.
The old teams must be role models for the upcoming teams of 2013. The past year has been full of unprofessional conduct ranging from bad behaviour to multiple substitutes to untimely attendance. To be treated like professionals and offered professional tournaments, the teams themselves need to begin showing some professionalism. At least in the Dota 2 scene, professionalism is beginning to be enforced with consequences such as lowered prize money which is expected to lead to more professionalism from teams. In 2013, the overall professionalism of all competitive teams should increase. These teams need to show those in other industries that competitive gaming is serious business.
Casters doing their job – the size of the audience still amazes me.
The massive increase in viewers also results in an increase in revenue for tournament organizers. Aside from allowing these tournaments to offer larger prize pools, the quality of these tournaments should improve. This trend will continue through 2013 as organizers begin to experiment with new features and methods of delivery. There is also a lot of feedback available for these organizers which can put this extra revenue to use. We should see tournaments continue to grow in professionalism striving to match that present in traditional sports.
In 2013, more and more tournaments will begin to show higher production quality. No one likes to wait around for the next game to start and gaming tournaments are never quick to begin the next match. Preparing the equipment to meet each player’s personal preferences can take time. If the current trend continues, downtime in between games should disappear leaving the viewers with entertainment throughout the entire tournament.
Wouldn’t it be great to have our own Superbowl in the gaming world?
Analyst table at The International II helps rid downtime
Advertisers are not only interested in large tournaments but also spend money on personal player streams. However, I do not think this area will change too much in 2013. I can only see minor changes allowing for better communication between streamers and better visuals for the consumers.
While I do not think the prize pools for tournaments will increase drastically in 2013, there will be more money offered to players because of more tournaments being hosted. A lot more companies will see the potential of competitive gaming and will rush to help host more tournaments. The word of professional gamers means a lot to the casual players looking to improve. Companies offering products related to improving a gamer’s capabilities will continue to be the primary drivers.
Geographically, competitive gaming should begin to spread across the world. Currently all the major tournaments and events tend to happen in the same country or area every year. Hopefully this will change and large events will be present in all countries across the world. A lot of people are interested in going out to attend large gaming events but not many are able to travel long distances to do so.
In conclusion, 2013 is looking bright for eSports. Mainly due to increase in popularity and accessibility, both the viewers and players will benefit greatly from changes brought forth in the upcoming year. If all of my predictions turn out to be true, this will be an amazing year for eSports!
OnRPG Shotgun News 1/8/13: The Repopulation, Defiance, and Dust514 Merging with Eve!
OnRPG Shotgun News 1/8/13: The Repopulation, Defiance, and Dust514 Merging with Eve!
By Shannon Doyle (Leliah), OnRPG Elder Scroll
Defiance Gets Two New Trailers
Today Trion Worlds and Syfy have started pushing upcoming MMO and TV series Defiancewith two new trailers. One trailer is for the TV show which is scheduled to start with a two hour long premiere on April 15th at 9 EST. The other trailer for the MMO and shows off the massive co op opportunities in the gameplay trailer. You can check them both out for yourself below.
DUST 514 Merging With EVE
This Thursday, January 10th the closed beta DUST 514 server will merge with the EVE live server, bringing the two games together at last. Though EVE players will be able to interact with DUST 514 players this doesn’t mean that DUST has launched or is even in open beta. Expect a slightly longer downtime on Thursday as CCP puts this into place.
The Repopulation Talks 2013
The Repopulation has offered a preview of what players can expect in 2013. It includes a not quite pinned down date for the closed beta sometime in Spring this year. An updated look for the website is on it’s way. And more information, screenshots and videos can be expected. With the hope for launch towards the end of the year.
OnRPG’s Community Predicts 2013
OnRPG’s Community Predicts 2013
Join the discussion as our community regulars show their experience in the industry throwing out predictions on everything from business model changes to games shutting down to major hits and overhyped flops. See it all and contribute your thoughts in OnRPG/MMOHut’s combined forums!
The Failures of 2012 and Reactions in 2013
The Failures of 2012 and Reactions in 2013
By Remko Molenaar (Proxzor), OnRPG Journalist
When I look back at last year, I’m not going to look back and think of something corny like 2012 was yet again a good year for gaming. No, I won’t do the same as I did last year. Last year, we have seen many successes and unfortunately also some failures which frighten me to know what the future might bring. We have had a simple idea, raise forth as what was just a side hobby grow into something unimaginable big. Undoubtedly you already know what I might be talking about unless you have been laying under a rock for the last year. The success that DayZ has had; only a few game developers have achieved this unthinkable golden hit. When I think back at 2012, I will see the passion of a normal ordinary human being that has been working for a relatively unknown studio seeing his dreams come true with only a small side project he liked to work on in his spare time. And because of this success that suddenly rose up out of the unthinkable and hard market for developers, there is also a bitter pill one must swallow when achieving success. Over the last few years, we have seen many big companies battling it out in court because some of the features in games, lyrics in songs, or shapes of devices have all been looking a lot like each other. Obviously both developers don’t want their hard work stolen or used by other.
It was no surprise that when the success of DayZ got many gamers hooked, and the game was talked about on many websites and even on TV, there would be someone somewhere trying to steal his idea and implement it into his own game. And obviously I am talking here about WarZ. I will not go into full detail because that is a subject for later, but I do want to mention that I surely hope others see the futility of this effort and avoid repeating the same mistake in 2013. Competition is a good thing, but what WarZ has shown us that an incomplete game with false promises will not be tolerated in today’s competitive industry. Besides seeing games being born by only the passion from one man, we have also seen games bearing a huge IP take a huge hit for trying to cash in on such legacies without having the backing to live up to it in the fans’ eyes.
Obviously I am talking about Star Wars the Old Republic here. I myself, was one of the many people hyping it up for release because the game looked just perfect, and even felt like it could be a true WoW killer at long last. BioWare, a studio so big and known for producing one amazing hit after another, has been fading away from prominence over the last few years and unfortunately SWTOR was not the title to turn this trend around. Now I’m not saying this game was a complete failure, no not at all. I personally found it contained an enjoyable story to follow and the game was a lot of fun, but it simply fell flat overall compared to how hyped I felt for it.
So my predictions for 2013? This might vary from the other writers but I don’t see any game having great success this year. As far as I have seen and experienced over the last few years, even the new upcoming standalone of DayZ might be a complete failure. What I do predict however is, that we will see a glimpse of a brighter future for buy to play and fully free to play MMO’s. With big titles such as The Secret World and SWTOR changing their financial plans, I suspect that paying monthly for a game will soon be recognized widely as an outdated system. The cash shop is something we have seen for many years, and somehow no one really understood the true potential behind this big fat cow that cannot wait to lose its milk. Last year we even witnessed the most anticipated title of the year, Guild Wars 2, utilize a cash shop straight from launch.
I for one am truly happy to see the cash shop being discovered in its true potential. When I was a young little gamer, I didn’t have any money. And heck when I even had my weekly pocket money, I’d spent it all on candy and food in the supermarket instead of some silly game when there were cheaper ones out there. By making the game free to play for everyone but giving the option of buying the extra unnecessary but still awesome items, you open up your market for a lot more people.

Even though these items might cost less than a monthly payment, but because your market is now bigger, you might sell even more. The true enthusiasts will even make up for 10 to 20+ players that don’t spend a dime if you design the shop well enough. When I look at this year besides the many titles that are announced, all I can predict is that 2013 will be the year when the MMORPG genre matures up. I am not talking about the community, because as long as the internet is anonymous, we will stay massive trolls to each other. I am obviously talking about games being free-to-play. Sure many games have had a success in the past with having a monthly income of payers, but the market has changed, gamers have wised up, and there are far too many hands in the industry fighting over the player-base pie.






















