Hm, there is too much being mixed-up here. Any MMO usually is owned by a company. Such a company employs people, lets call them employees. These people can find other jobs if needed. But maybe they like their job, due to their cool colleaques and the general swag of the game, not to mention a lovely playerbase (not sure if Iâm talking about EVE here). Nevertheless their influence in âkeeping the game aliveâ is limited. If the company(CEO/board) who owns the game for any reason decided its capital would be better off invested elsewhere, it is not something employees can usually change. The reasons for such a decision can be manifold, but one exemplary one would be failure to grow profits. Certain games might barely be able to sustain their basic cost (wages, taxes, offices, server etc.) with player subscriptions and directly game-affiliated sales and they have another horse in the stable, of some kind.
An great influx of players, new subscriptions etc. would of course do very good for the company and in the end the game itself, but here as well the influence of employees is limited. Not only does a game need to break news every so often, but it needs its players to be the number one advertisement, both in and out of game. While many people stream and use all kinds of social media to make a game visible, any game must also deliver on promises such as âendless possibilitiesâ, âgreat communityâ, âlotâs of funâ and so on. Even more so, if a game is not really a game, but a political/economical simulator with aspects of gaming.
Some games can and some games canât deliver on the aforementioned promises. Or they can only to a specific type of players. If you have a core stable userbase and mostly make game-mechanic decisions in their favor, these decisions in general will mean less attractiveness to new players: even if frustration can be a motivation to get active, leaving no visible way to work yourself out of that in any reasonable time, turns frustration into giving up and leaving. This problem rises with the age of any such simulator game, as the unequality will rise. Slogans like âHarden the â â â â upâ fail to work once this is nothing but an invitation to join a game you not only can never win, but your entire experience will be losing, losing, losing with only the occasional nice person you meet (and usually hear them talk how bad it all has become) as a ray of sunlight until the moment you meet someone who has less power than you and make them lose as well. To realize what that means one would have to accept that certain games are not one game, but a number of games knit together as a simulator. To have fun and good experiences in some of the game-parts of the simulator will not provide for long-term dedication if the general simulator-experience is too frustrating. Being a poor person who is â â â â â â -over by the rich is something many people can already experience in real life, why should they pay for the same experience online?
Another topic is the game culture. âGreat communityâ means something different for everyone. If blatant mysoginy is accepted part of a games culture for instance, youâll less likely be succesful in gaining a significant amount of women as customers. Same for any kind of hate culture. A game culture centered around entertainment might not appeal too much to lone wolfs who prefer not being forced to communicate too much. If a game is culturally too much either âyoungâ or âoldâ youâll again less likely find customers of the other side. Finding the golden egg in the middle is hard if not impossible.
But, and now specifically to EVE and what you said @mkint: if you want EVE4eva you might need to re-think how that is even possible. Maybe EVE4now is the only way to sustain and not because some employees made mistake, but because of the impossibility to make the old version of EVE4eva a good experience for everyone. Currently it is like inviting people to take part in an arms race versus the US, while the invitees are technologically and economically still in the Stone Age. Sure they might be able to hit someone with a stick once in a while and they will feel great about their phyrric victory, but in the end theyâll realize they will never be able to even nearly catch up.
Maybe CCP never anticipated EVE being such a long term project, thus not taking long term effects into account and failing to plan the necessary purge, to even the field. Or maybe the players found ways around that. No matter what, if a game cannot renew itself, a game is no more.