Everything in this world has a life cycle. Things are born, they live their life, and than, eventually, die, and MMORPG's are no different. We've seen some of them shut down over the years, like The Chronicles of Spellborn, or Archlord. In this article I'll cover some aspects of why MMORPG's lifespan is shorter than other type of games, and why sometimes their servers have to close doors. MMORPG is an old and reused concept. Most of the time the developers just take ideas from another MMORPG and mix it in and call it new, but the fact is, they're all the same. What varies is art style, sound and story, and of course, the name of the game. Most of the time they just introduce a single different feature just to make it stand out from the competition, but that's about it. If you play one MMORPG, you've played them all. That is the problem. There isn't much originality, and it's hard to move away from the traditional MMO's, because doing that, represents a risk for the company, in case the product fails in the commercial world. It's a very big risk and most companies aren't willing to take that risk. Other times, developers prefer to stick to the traditional aspects of the game, because they know if they do deviate from a certain path, it will only be appreciated for a certain amount of people, and have a lower playerbase than it could have. Another problem is that, MMORPGs have exhaustive grinding systems, to make people play it longer, and to keep spending their hard earned money on subscription game time, or in the case of 'free to plays', in microtransactions. Obviously people get tired of this kind of system, and move on to other games. Let's take a look at game everyone knows: World of Warcraft, for example. Grind is a big factor in WoW, but it's almost as it isn't there, because it's not as repetitive and boring as in other games. Most of the time you will be grinding for some emblems, to purchase better gear, but you won't be doing the same dungeon over and over. You're allowed to do any dungeon you may want to, and still get emblems. So a good MMORPGs has to mask it's grind somehow (and Blizzard did it very well with WoW), and make it a part of the game that is enjoyable, but some of them fail in doing this. MMORPGs also need to have constant updates to keep the game fresh, and to keep people motivated to play, and keep re-designing the game, or else people will become tired of slaying the same bosses, visiting the same towns every time, seeing the same world without change. You can love a game as much as you want, but you will eventually get bored of it, if you do repeat the same actions over and over again. It will be starting to feel like a chore, that you can't get away because, well, that's how MMORPG's are designed nowadays. MMORPG's have shifted from the main aspect that made them so popular, the online role playing aspect, and turned in to an endless grind fest. And the problem is, most companies can't keep updating the game forever, if they don't have the budget like Blizzard has, SOE or EA Games, for example. If the game isn't going exactly well, financially wise, there's not going to be a big budget to work on, for the development team. To conclude, all MMORPG die, it's part of their life. They are not designed to last very long, unless they are constantly updated and worked on. People move on and fight newer and different games to play. So, enjoy them while you can, while they're fresh and have a high population, because sooner or later their servers always go offline, that's just the way it is.
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