Yet, I see this idea parroted frequently. Not only by carebears, but by hardened PvPers as well. The latest comment, which got my goat, is the notion that if (or when) CCP decides to do a public IPO, that they'll be beholden to profiteering, which means they'll have to carebear the game up to increase numbers. Whereas there's truth that profit will be more of a goal (though I don't see how moreso than currently, since they already have investors), turning the game into more of a theme park fest does not mean that subscriber numbers are going to increase.
Carebears thrill that CCP might have to soften the game. Hardened PvPers fear that CCP will soften the game. Yet, many on both sides of the fence agree that softening EVE Online equates to more people playing. That idea is baffling to me, because so few games that are soft and easy succeed. And those that have softened after the fact have tended towards failure.
One thing that is truth, if CCP were to limit PvP in EVE Online, they would certainly lose a large segment of the current subscribership. There's no guarantee that loss will be replaced by an equal number of carebears. Maybe over an initial "Hmm, I think I'll try EVE" period, but no guarantee that they'll retain any initial burst which might occur.
- There's no evidence at all that CCP can design engaging PvE content. That is the carebear game. PvE. Granted, EVE Online is currently a PvP driven game, but that's not because CCP hasn't tried to design engaging PvE systems:
- The mission system is dull and repetitive. It doesn't stack up to the quest systems of even the most lowly of theme park MMOs.
- Incursions are much the same as the mission system. Sure, they have a social aspect, but you're repeating the same content over and over again.
- Deadspace complexes? Again, not a whole lotta variety there.
- Mining? This is so engaging that miners are fapping to porn while the mining is being done, which is why their Hulks get blown up so often and so easily.
- Carebears destroy the games they play. Don't trust a carebear to know what's best for the games they play, because when their whines and complaints are adhered too, their games die. Star Wars Galaxies? Everquest II? Dark Age of Camelot? Vanguard? Where the hell are these games now? Either changed at the demand of the carebear customers or designed to be carebear utopias. They go down the drain, and the players who knew better say "I told you so." And then, what about Star Wars: The Old Republic? Even Warcraft is slowly losing their subscribers because of easy-mode changes made over the years. Carebears think they don't want challenge, think they don't want risk, but eliminate those elements of a game, they get bored and move on elsewhere. (The carebears never seem to realize why they got bored and left.)
- Four hundred thousand subscribers is apparently failure for an MMO. What the hell? Few games maintain those sorts of numbers. Because of World of Warcraft's ten million subscribers, people seem to think that every middling MMO must fall somewhere between 400K and 10M. Simply not true. Some games (like SW:TOR) might have expectations of millions, but that's not realistic for the vast majority of MMOs on the market or the soon to be released. 400K subscribers is a damned solid number for any MMO that isn't Korean, isn't World of Warcraft, and doesn't have the Star Wars franchise behind it. Check out some graphs at MMOData.net:
- EVE Online is the only non-Chinese, non-Korean MMO that's been around for nine years and had its subscriber numbers increase over that time. Most MMOs never reach the nine year mark. Those that do have a sliver of subscribers remaining. So, CCP is doing something right. Or more accurately, the players are doing something right, since it's player-driven stories and endeavours that attract new players to EVE.