I've been trying to wrap my brain around what VI envisions for this game. It seems clear that they are working from some sort of mission plan. This was indicated in Ophelea's piece in GamersInfo.net and seems to have been confirmed by the aggressive pricing plan announced by Vi. I have to question, however, whether the players and the management will have the same criteria for judging whether things are going well.
Management wants 10,000 subscribed players. Players just want "their" game back. Can these two objectives co-exist in the months and (possibly) years to come? I would imagine it depends on each individual's tolerance.
I, for one, find crowded games annoying because of the innate competitiveness which naturally results from finite resources within the game. This results in many typical and common situations which most MMORPG players have experienced: The higher level player in a lower level spawn spot two-hitting many kills and emptying the spawn area while you struggle to eak out a kill or two; A team of people rushing around trying to gobble up resources because they are only playing the game for themselves; etc, etc.
With a small co-operative group of players, this type of activity is minimized. But with, quite literally, plans for thousands of new players coming on-board, what is the expectation? How long will it be before the chat channels begin to fill with cries of "kill-stealer" or "Hey, I was here first"?
It seems inevitable that, if management succeeds in their goals, this is the way things will go. If you spend some time in any of the other MMORPGs out there, you quickly become aware that many 'new' players look for the "p'lvl" option. "Hey, can someone p'lvl me?" There is also the ubiquitous "Does anyone have <X amount> gold I can have to get my <insert needed item/skill here> "? These expectations, among others - all focused on becoming 'uber' as quickly as possible, are common features of the current state of MMORPG players. Observations that Horizons is "not that type of game" are a function of 20-20 hindsight, which will not make much of an impression on new players until they have become disappointed, created some mischief, and, ultimately, leave the game. To put it another way, without a little forethought on the desirability of this behavior, "There goes the neighborhood."
Thoughts that the 10,000 new subscriptions won't be this type of player seem to be wishful thinking. This game has been in existence since 12/08/03 according to GamersInfo.net. How many have recently investigated the game and come back? A few hundred? Where else does Vi expect to get such a larger playerbase from?
As for the need for a "big-bucks" long-term development team (apparently mostly outsourced according to the GamersInfo article) necessitating the subscription increase; this would seem to indicate only that management wants to make lots of changes to the game. And it is these changes which, so far, are only known to them, and which brings into question, "What do they envision?" Are we already talking about an expansion pack? The subscription increase goes into effect immediately. Surely, this indicates more than going through the already compiled bug list and any already known issues [Stop calling me Shirley].
Like many here, I've played a lot of MMORPGs and have let go of many characters in the past to which I had become attached. I'm pretty much a 'Johnny-come-lately' to Horizons, only discovering the game in early 2006 and having no high level characters with a deep investment of time and ego. This makes it perhaps easier for me to be dispassionate about the game, although it's always hard to separate the subjective from the objective.
So, hopefully, I am entirely wrong about what the future holds!
I will not address my objections to the new subscription system in this thread as management asked that those of us who consider them evil corporate types keep the negativity confined to e-mail posts.