Is it Fun

Historically, it's been easy to point to success with traditional MMOs: subscription numbers were the ultimate means a company used to measure how well a game was doing, and customers typically looked at those same numbers as well to gauge the success of the game. The number of concurrent users-how many players are online at a given time-was also important, but that number was usually hidden from users, since it typically painted a less rosy picture of a game's health when compared to the number of active subscriptions. Now let me pose a second question: If the success of a subscription-based MMO is measured by the number of people paying a monthly fee, how does that impact game design decisions?

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