Your Next: No Business Like MMO Business
A closer look at the planned Free-to-Play model of Landmark.
Item 3: 'Shortcuts'
An additional system we may see before the end of the alpha stage is 'time shortcut methods'. If this turns out to be consumable items with temporary stat buffs or other number based bonuses I will be sorely disappointed. Not because I think there's anything wrong with including them, but because it's uninspired and dull. First off, why should anyone pay for a boost to harvesting when we can just buy the mats instead? Second, temporary buffs like this have no lasting value; in a months’ time I won't care that for X hours I had an X% higher drop rate of elemental X.
On the other hand, if these buffs affect anyone I'm grouped with it could attain an intrinsic value beyond a passive stat boost.
Item 4: Big Ticket Items and Juicy Hints
Another choice phrase from the post would be 'renting market stalls'. Here we have a tantalizing clue about the nature of in-game trading—does this mean we won't have an automated global trading system? It's a bold move and a feature that many of the old-school MMO fans have been asking for—a system that encourages player interaction and prioritizes interdependency over convenience.
Other hints include 'cosmetic pets' and 'sound/music packs for your claim'—great fluffy items for us to enjoy without the risk of breaking the game.
Item 5: Name Change
Another announced feature is paying for name/gender changes. I hate this. I've always hated it; there's no reason for it, you're not paying for anything that requires any extra effort from the developer. In subcription based games it's pure gouging, in free games you can almost sympathise with a developers need to make money where they can, but as a consumer you are paying for nothing. In Landmark this problem is even worse as it goes against everything the game is meant to be. If we can shape the world how we wish through gameplay, why the hell can't we do the same with our characters?
Item 6: The Big One
"We launch Player Studio." This is such a simple statement, announcing the incorporation of a feature that could be the most vital hook to the success of both Landmark and EverQuest Next. This could be huge—in the future we may look back at this and wonder how we ever played MMOs without it.
So there you have it. While I have my reservations about some of the specifics, the overall tone of SOE's strategy seems positive—utilizing proven methods with a great heap of innovation in the mix. Prepare your wallets, we could be throwing money at our screens again in just a few weeks.