Blog Archives

Per-Player Revenue (ARPU) for MMOs


Yesterday SuperData Research posted the monthly ARPU (Average Revenue Per User) for 10 major MMO free-to-play (F2P) titles. It’s a fascinating article. What jumps out to me is that the ARPU’s are significantly less than a monthly subscription of $15

Posted in Business Analysis, Guild Wars 2, League of Legends, World of Tanks

You Tell Me: Is Elder Scrolls Online Must-Play, Should-Play, or Pass?


I lasted all of one hour, if that, in the Elder Scrolls Online (ESO) Beta. Simply put, I disliked the UI, I didn’t like the feel of the combat, and the experience seemed disconnected from other players. It was the

Posted in Elder Scrolls Online, Game Design, Guild Wars 2, PVP, WildStar, World of Tanks

What is the One Thing You’d Change in Your Favorite MMO?


What is the one thing you’d change in your favorite MMO? Here’s my take for 2 excellent games I played over the past year: World of Tanks (WoT) and Guild Wars 2 (GW2). What I’d change in World of Tanks I’d

Posted in Game Design, Guild Wars 2, PVP, WildStar, World of Tanks

WildStar Advances the Action Combat Paradigm for MMORPGs


Disclaimer: I have not yet played WildStar in Beta, and as the NDA is still in place, even if I do start participating in Beta I’ll honor the NDA. So I won’t respond to questions about what I actually think

Posted in Game Design, Guild Wars 2, PVE, PVP, SWTOR, TERA, Video, WildStar, World of Warcraft

Threat-Based PVE is Lame and How I’d Fix It


The traditional model of PVE tanking, which revolves around the “threat” (aggro) mechanic, severely limits the gameplay experience of MMORPGs. I’ll share an alternative model that would provide a much more dynamic combat experience. PVE tanking and the “holy trinity”

Posted in Game Design, Guild Wars 2, PVE, PVP, World of Warcraft
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