What Happened With ArcheAge?
ByDate: Apr 09 2016 Views:
The excitement in the air was palpable when ArcheAge was released. I mean let's be honest - people were so excited they were going out and buying the $150 founder packs. There was lots of hype surrounding it, everyone thought it was going to be the next big thing - myself included! Of course I didn't buy a founder pack -and we all played the game as soon as it was released. The extensive crafting system, trade routes, pets that you can train to become mounts, land ownership and various other elements of this game made it seem extremely attractive. So how come the excitement surrounding ArcheAge just died down after a while? When did the positive reviews turn negative? Did the use of ArcheAge decrease because it's 'time was up'? Or did users simply feel that it entailed the same old concepts as other MM games? Was the sandbox elements and theme park MMORPG becoming boring?
What went wrong?
Firstly: Craft, Claim, Conquer. This was ArcheAge's tag line. But what happens when you can only craft after you reach a certain level? How will people react when there's nothing to claim? And you can only Conquer if you logged in at the exact time the server opened up for the 'land grab'? False advertising and false promises are only bad for business.
Secondly: The high emphasis on grouping was certainly a deal breaker for some people. If you do not have a big group of friends it's hard to get anywhere in the game.
Thirdly: The game became mainly about money. The pay-to-win vibe was a big turn off - with people looking to buy Archeage gold left right and centre. People who were prepared to invest large amounts of money into the game could advance much faster than others who may have been playing for longer and be much more experienced.
Lastly: The hacking issues were becoming increasingly frustrating. ArcheAge was coded in such a way which made it easy to create hacks to advance in the game. People were sharing hacks on multiple forums and websites. This resulted in the economy collapsing, land ownership problems being created and numerous other issues which were upsetting users. Granted, Trion did try to deal with the hackers but unfortunately they ended up causing more of a stir because they banned some unsuspecting innocent users.
Not all bad
The game did have some good parts to it though. The graphics were excellent. The development of characters through quests and crafting could compete with the best of games. Personally, I feel that ArcheAge would have been extremely successful. There were just a few issues that should have been ironed out as soon as they were noticed.
However, all Korean game creation companies are not doomed to fall flat on their faces. Granted, the excitement for games made in Korea did die down recently. Developers are finding it exceedingly difficult to compete with imported games from Japan and America.
But there is hope for them yet. All they have to do is learn from the mistakes and listen to what the fans want. This is an important aspect of making sure a game is successful. There were also severe communication problems between the developer and the publisher with regards to ArcheAge. It is important that the developer and the publisher is on the same page.
There are some Korean games that are doing relatively well currently. Blade and Soul, which a multi player game in the marital arts/fantasy genre, was released in 2012 and is still doing well. It was released in Western territories earlier this year. The release of Master x Master and Lineage Eternal this year is also highly anticipated. So to conclude, the downfall of one game doesn't spell doom and gloom for all Korean made games.