No, it’s not. Check it for yourself before trying to sell a pear for an apple.

And you just killed your own argument: If they would be successful, they would have no problem with a constant player count. The system Funcom introduced with this chapter is doing the same, but instead of player counts peaking for a few days and players binge the game for a few hours, you complete the pass within 7 days by playing a few minutes each day.

Absolute success here, totally industry standard in terms of results…

Honestly, people will drop a boring system in which they are forced to spend time rather to enjoy the game without the fear of missing out. Being successful on a competitive market - which the gaming industry is - means to not just do your holy “industry standard” - which is the bare minimum - but to develop more exciting experiences. And the new system in Chapter 4 is as exciting as treading water.

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