MMOs can still have monthly fees. The monthly fee wasn't what killed SWTOR, the fact they never justified the fee was the issue. The game had enough content for 1-2 months. When you pay a monthly fee, you expect a constant flow of content updates that keep you busy. Look at Rift. Every 2-3 month the game has a big patch that adds a lot of stuff. There are constant world events and pretty much a constant stream of changes and little content updates. Now they have an expansion that nearly tripled the content.
People were happy to buy SWTOR knowing it was going to cost them monthly. The game just was not the greatest and once you beat your character's story, there wasn't much to do.
Guild Wars 2 suffers from that too (in my opinion) but since I'm not paying each month I can hardly knock that. I've gotten nearly 100 hours out of the game (which is quite a bit for me).
It will definitely be more difficult to sell a subscription based MMO, but it's not impossible.
The real thing you have to ask is, will this new combat system work and not turn into some dumb grindfest. The combat in the Elder Scrolls series has never been the deepest, and they are trying to model the MMO's combat off of the game. Their lasest reveals show some promising content. It looks like Guild Wars 2 in a lot of ways, a lot of good ways, but with the radical combat system they are proposing, will it be any good? Only time will tell.
Wasdie
Yeah, the problem is not subscription fees. The problem is in the games themselves. Afterall, RIFT is quite successful, is it not?
Of course, it is more than just lack of content that killed SWTOR. SWTOR was also mechanically broken and poorly executed. It simply put was a bad game. I couldnt even force myself to get much farther than level 30.
Guild Wars 2's biggest issue imo is how dumbed down it is compared to its predecessor. It has nifty ideas, but I feel it fell flat on its face when it came to execution, as a result we see all this zerging.
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