Sure, you can pitch your game, but will anyone try to catch it?
by Ted Southard · 11/24/2008 (7:37 pm) · 11 comments
Now that's a question for the sages...
This weekend, I drove out from Brooklyn to Philadelphia to check out the VGXPO and East Coast Games Summit. I haven't been to Philly since a trip in junior high (I don't think that day I spent at the Army depot there checking in for USMC inactive reserve in 1998 counts). I admit- I was kind of psyched. There was a pitch-your-game panel where I get to stand up in front of a room full of people and for 10 whole minutes, run off at the mug about how my MMO project is going to raise the bar for MMOs, stop global warming, feed the hungry, cure the sick, raise the dead, and ensure that that carton of rancid milk in your fridge takes itself out to the trash so you never have to deal with smelling it.
Alas.
See, the problem with pitches is that what you prepare for, what you think of saying, and what actually spools from your pie-hole, are all different things. Such as the fact that, for some reason, since it didn't mention an elevator pitch, I prepared for a more formal pitch. Powerpoint, business plan (2) printed out (in color, and bound (cheaply). I wore black khakis (isn't that an oxymoron?) and a nice collared shirt, like I actually had work to show up to for it.
In short, I brought everything I needed... Or thought I needed.
Of course, when it actually went down, it was more like a dry-run for American Idol than a straight pitch. They call it the "elevator pitch", which simulates you cornering some executive in an elevator somewhere and getting a couple of minutes to wow him with your excellent idea before he can call the cops on you for stalking (and possibly false imprisonment for trapping him in that elevator). So... Having misprepared (and despite the thick, smokey layer of sarcasm, this really is my fault), I gave the pitch generally with the same content and order as my Powerpoint slides. I went over the newer features of my MMO, which are aimed at raising the bar for the genre, how some of the features were working, and even mentioned that I was looking at a microtransaction model for the game.
Now, without any sarcasm whatsoever (I'm running out of material), I can say that they gave me some pretty good feedback: I should have made the pitch more or less in reverse order, with the economic structure of the game in the begining, and then mention a little more about the IP being used than I did, and then get into features and whatnot. This is all common-sense, and I guess even dry-run elevator picthes are like that first jump in the Matrix: Noone makes it on their first try.
Of course, it was good to get critiqued by two industry veterans, but that doesn't mean that I'm going to sit here and slobber over everything that they said because they've been doing this for longer. Oh hell no- I'm a New Yorker, and we don't take that "experienced advice" bullcrap from anyone!
Generally, I think they got the pitch, and the advice was sound. However, as an indie, and thinking of my budget in terms of how it can be accomplished as an indie, it sort of chaps my cranberry when it's said that my project will "automatically cost $40 million dollars". I wasn't as insulted, but rather puzzled when the AI in my game kept getting referred to as "reputation AI" (read: reputation system stuck on a bot with NO AI) until I corrected the panelist (politely, because I'm not completely stupid) and explained a little more about how the AI worked. Some other interesting things were questions about why my MMO had features geared towards "individuals" (I guess because I'm not a fan of the Borg?), and why I was aiming for the disaffected pen and paper crowd when that would not dethrone WoW (answer: they have disposable income, they're loyal and smart and are looking for better RPG features, and WoW is some sort of mutant runaway chain reaction of an MMO that cannot be dethroned even by those with $40 million to spend, and so I'm not even looking to try).
But I'm not bitter >:( Just kidding- I thought it was a very interesting experience, and it seems that I handled it pretty well by the reactions of those that came up to me afterwards. The panel passed no final judgements on any project, and just offered advice for the pitch- and for gameplay, in some instances. I liked the Q&A that occured with the room, which is where I got some of the more interesting critiques above, and it helped me network, which was my other primary reason I showed up in Philly, and a goal which was very successful.
And this brings me to my next point, fellow people-who-want-to-make-games: Schmooze. Schmooze like the Mafia will mail you a dead horse's head if you don't. Because really, who the hell wants to clean that out of their mailbox? I mean, you would think that it goes without saying, but as with all things that go without saying, it should be said. And I'm saying it because I did see a few people that I recognized from game meetup groups in New York, come in and do their pitch, and then walk out and check out the expo without talking to anyone. Myself, I knew a great game composer in the area named Mike Worth, who took me around, introduced me to lot's of people, and was generally really good company to hang out with while I was down there. But even without someone you know in an area, the basic rule of thumb I notice is that us game developers want to hang out with other game developers, so even if you don't feel comfortable doing it (and I don't, for the record), just walk up, stick your crusty little paw out, and say "Hi, my name is...". And as long as that sentence doesn't end with "Slim Shady" (and even if it does, oftentimes), you'll be well on your way to having another contact in your rolodex before you even know it.
So, that's my update for this week. The expo was somewhat disorganized, late, and clueless, but it was fun, the cheesesteaks in the city lived up to their name, my company was good, and I got what I went there for on both counts: feedback to sharpen my pitch skills and more networking. As a bonus, I sat in on the most useless keynote I ever saw, by the Mythic CTO, which turned out to be a rambling 5 minutes of words interspersed with the Warhammer trailer and an equally rambling video before he said something to the effect of "alrighty, that's all" and walked off stage unceremoniously, to everyone's puzzlement. My laptop apparently hated the keynote so strongly that it died 20 minutes later, requiring a full re-roll to get it back. Luckily, I rescued my project files, engine, and database files, and have only lost a few months of email- all of the important ones of which I am having resent to me (apparently, most of my email is pretty much pointless blather).
Hope you enjoyed the blog, and next time, I'll be talking about feature progress again!
This weekend, I drove out from Brooklyn to Philadelphia to check out the VGXPO and East Coast Games Summit. I haven't been to Philly since a trip in junior high (I don't think that day I spent at the Army depot there checking in for USMC inactive reserve in 1998 counts). I admit- I was kind of psyched. There was a pitch-your-game panel where I get to stand up in front of a room full of people and for 10 whole minutes, run off at the mug about how my MMO project is going to raise the bar for MMOs, stop global warming, feed the hungry, cure the sick, raise the dead, and ensure that that carton of rancid milk in your fridge takes itself out to the trash so you never have to deal with smelling it.
Alas.
See, the problem with pitches is that what you prepare for, what you think of saying, and what actually spools from your pie-hole, are all different things. Such as the fact that, for some reason, since it didn't mention an elevator pitch, I prepared for a more formal pitch. Powerpoint, business plan (2) printed out (in color, and bound (cheaply). I wore black khakis (isn't that an oxymoron?) and a nice collared shirt, like I actually had work to show up to for it.
In short, I brought everything I needed... Or thought I needed.
Of course, when it actually went down, it was more like a dry-run for American Idol than a straight pitch. They call it the "elevator pitch", which simulates you cornering some executive in an elevator somewhere and getting a couple of minutes to wow him with your excellent idea before he can call the cops on you for stalking (and possibly false imprisonment for trapping him in that elevator). So... Having misprepared (and despite the thick, smokey layer of sarcasm, this really is my fault), I gave the pitch generally with the same content and order as my Powerpoint slides. I went over the newer features of my MMO, which are aimed at raising the bar for the genre, how some of the features were working, and even mentioned that I was looking at a microtransaction model for the game.
Now, without any sarcasm whatsoever (I'm running out of material), I can say that they gave me some pretty good feedback: I should have made the pitch more or less in reverse order, with the economic structure of the game in the begining, and then mention a little more about the IP being used than I did, and then get into features and whatnot. This is all common-sense, and I guess even dry-run elevator picthes are like that first jump in the Matrix: Noone makes it on their first try.
Of course, it was good to get critiqued by two industry veterans, but that doesn't mean that I'm going to sit here and slobber over everything that they said because they've been doing this for longer. Oh hell no- I'm a New Yorker, and we don't take that "experienced advice" bullcrap from anyone!
Generally, I think they got the pitch, and the advice was sound. However, as an indie, and thinking of my budget in terms of how it can be accomplished as an indie, it sort of chaps my cranberry when it's said that my project will "automatically cost $40 million dollars". I wasn't as insulted, but rather puzzled when the AI in my game kept getting referred to as "reputation AI" (read: reputation system stuck on a bot with NO AI) until I corrected the panelist (politely, because I'm not completely stupid) and explained a little more about how the AI worked. Some other interesting things were questions about why my MMO had features geared towards "individuals" (I guess because I'm not a fan of the Borg?), and why I was aiming for the disaffected pen and paper crowd when that would not dethrone WoW (answer: they have disposable income, they're loyal and smart and are looking for better RPG features, and WoW is some sort of mutant runaway chain reaction of an MMO that cannot be dethroned even by those with $40 million to spend, and so I'm not even looking to try).
But I'm not bitter >:( Just kidding- I thought it was a very interesting experience, and it seems that I handled it pretty well by the reactions of those that came up to me afterwards. The panel passed no final judgements on any project, and just offered advice for the pitch- and for gameplay, in some instances. I liked the Q&A that occured with the room, which is where I got some of the more interesting critiques above, and it helped me network, which was my other primary reason I showed up in Philly, and a goal which was very successful.
And this brings me to my next point, fellow people-who-want-to-make-games: Schmooze. Schmooze like the Mafia will mail you a dead horse's head if you don't. Because really, who the hell wants to clean that out of their mailbox? I mean, you would think that it goes without saying, but as with all things that go without saying, it should be said. And I'm saying it because I did see a few people that I recognized from game meetup groups in New York, come in and do their pitch, and then walk out and check out the expo without talking to anyone. Myself, I knew a great game composer in the area named Mike Worth, who took me around, introduced me to lot's of people, and was generally really good company to hang out with while I was down there. But even without someone you know in an area, the basic rule of thumb I notice is that us game developers want to hang out with other game developers, so even if you don't feel comfortable doing it (and I don't, for the record), just walk up, stick your crusty little paw out, and say "Hi, my name is...". And as long as that sentence doesn't end with "Slim Shady" (and even if it does, oftentimes), you'll be well on your way to having another contact in your rolodex before you even know it.
So, that's my update for this week. The expo was somewhat disorganized, late, and clueless, but it was fun, the cheesesteaks in the city lived up to their name, my company was good, and I got what I went there for on both counts: feedback to sharpen my pitch skills and more networking. As a bonus, I sat in on the most useless keynote I ever saw, by the Mythic CTO, which turned out to be a rambling 5 minutes of words interspersed with the Warhammer trailer and an equally rambling video before he said something to the effect of "alrighty, that's all" and walked off stage unceremoniously, to everyone's puzzlement. My laptop apparently hated the keynote so strongly that it died 20 minutes later, requiring a full re-roll to get it back. Luckily, I rescued my project files, engine, and database files, and have only lost a few months of email- all of the important ones of which I am having resent to me (apparently, most of my email is pretty much pointless blather).
Hope you enjoyed the blog, and next time, I'll be talking about feature progress again!
About the author
Started with indie games over a decade ago, and now creates tools and tech for games. Currently working as a contractor for startups and game studios.
#2
@Ted - Thank you (sincerely and completely) for sharing your experience.
11/24/2008 (10:10 pm)
This .plan has my vote as blog of the year not written by a GG employee.@Ted - Thank you (sincerely and completely) for sharing your experience.
#3
Out of curiosity, how many MMO's were pitch in this event? I'm mainly currious what the the general reception was of the MMO pitches. Was each one met with rolled eyes, or was there genuine interest? It just seems that everyone knows how to make a better MMO than Blizzard/Sony/et.al. And I wonder if this is true, that the big shops are just leaving too much out/doing too many things wrong? Or are there really not that many people grasping all the variables? Everyone seems to know how to play football better than the pros when I go to watch a game at my local pub... Certainly there are gifted people out there who have the WoW-killer in their head. But the problem is that it's a maturing segment of the industry, and I don't think VC is gonna be sweeping up indies and stary-eyed individuals off the streets anymore.
I think the real place for success for the indies in the MMO market is the small projects (read: MoM), but all too often I see people with 1 mil+ subscribers in their sights. Keep it small, keep it fun, keep it unique, and they will come. But it probably won't be a million. And if it is, congrats.
The asian markets are a unique thing and the "small" MMO's are surviving for a few reasons. The three main reasons are 1) Cost of production is fractions of the US due to reduced cost of wages/man-hour. These small MMO's still have anywhere from 25-150 people working on them; the costs of production are just cheaper, 2) Asian markets, Korea especially, have a higher tollerance/adoption for micro-transactions, 3) Asian cultures have a high online gamer ratio; Korea has a 24-hour Starcraft cable channel for example.
Great blog. Always greet to read about experiences like this.
11/24/2008 (11:55 pm)
Sounds like a fun experience. Feedback from the pros can be invaluable, but at the same time they are the most jaded of them all, and can give you unduely negative and over-simplified responses too. So you have to filter out what they say to get the full value from it. Out of curiosity, how many MMO's were pitch in this event? I'm mainly currious what the the general reception was of the MMO pitches. Was each one met with rolled eyes, or was there genuine interest? It just seems that everyone knows how to make a better MMO than Blizzard/Sony/et.al. And I wonder if this is true, that the big shops are just leaving too much out/doing too many things wrong? Or are there really not that many people grasping all the variables? Everyone seems to know how to play football better than the pros when I go to watch a game at my local pub... Certainly there are gifted people out there who have the WoW-killer in their head. But the problem is that it's a maturing segment of the industry, and I don't think VC is gonna be sweeping up indies and stary-eyed individuals off the streets anymore.
I think the real place for success for the indies in the MMO market is the small projects (read: MoM), but all too often I see people with 1 mil+ subscribers in their sights. Keep it small, keep it fun, keep it unique, and they will come. But it probably won't be a million. And if it is, congrats.
The asian markets are a unique thing and the "small" MMO's are surviving for a few reasons. The three main reasons are 1) Cost of production is fractions of the US due to reduced cost of wages/man-hour. These small MMO's still have anywhere from 25-150 people working on them; the costs of production are just cheaper, 2) Asian markets, Korea especially, have a higher tollerance/adoption for micro-transactions, 3) Asian cultures have a high online gamer ratio; Korea has a 24-hour Starcraft cable channel for example.
Great blog. Always greet to read about experiences like this.
#4
I believe most people just call them slacks. :) Thanks for sharing your story, it was a good read and it sounds like you had a lot of fun.
11/25/2008 (3:49 am)
"I wore black khakis (isn't that an oxymoron?)"I believe most people just call them slacks. :) Thanks for sharing your story, it was a good read and it sounds like you had a lot of fun.
#5
11/25/2008 (7:03 am)
My kinda blog post - Amusing and Informative!
#6
@ Brian: At the panel, I would say about 3-4 MMOs, including mine. Two other guys were from the NYC area. One other guy had a really nice concept, and even though he actually doesn't know anything about game development (he's just starting out), I'd play his game in a heartbeat.
And yeah, there is a sense that everyone knows how to do better than WoW, but at the same time, it's not all that hard to do, considering how restricted developers can be when money gets involved. It's not that I blame the suits for not wanting to bankrupt a company on a risky gameplay feature that might not work, but at some point you have to move the ball forward. Also, I think that some of the industry types come off as having drank at least a little bit of the koolaid. I don't know if that's just me because I believe in my own project so much, or because over time they started believing in the things they had to tolerate in order to keep projects going and keep themselves fed. Either way, advancement needs to be made, and it's probably not going to happen there.
If an indie can score 1 million subscribers, then that would be a wild success. I talked to one of the panelists (creative director from Red Storm), and I was up front about the fact that if I had 100,000, I would call it successful. WoW inadvertently caused a lot of perceptual problems concerning MMOs, especially the perception that making a good MMO can bring their sort of success. People forget that Blizzard spent over a decade building up their IP brands and playerbase and basically combined both in an MMO that is basically a very classy, very mediocre product. If it was done right, SWG would have been WoW, or it can still be done with other brands. Look at Call of Duty 4. That's an MMO in persistent characters, leveling, and PvP. If they just linked the areas with zones and added bots, they'd have an action MMO with millions of happy customers. There's a few IPs out there with potential if done right, but outside of those, and until people realize the truth of why it happened, WoW is a one-shot.
11/25/2008 (9:45 am)
@Teromous: They're slacks unless you see the comedic potential in saying "black khakis" ;P@ Brian: At the panel, I would say about 3-4 MMOs, including mine. Two other guys were from the NYC area. One other guy had a really nice concept, and even though he actually doesn't know anything about game development (he's just starting out), I'd play his game in a heartbeat.
And yeah, there is a sense that everyone knows how to do better than WoW, but at the same time, it's not all that hard to do, considering how restricted developers can be when money gets involved. It's not that I blame the suits for not wanting to bankrupt a company on a risky gameplay feature that might not work, but at some point you have to move the ball forward. Also, I think that some of the industry types come off as having drank at least a little bit of the koolaid. I don't know if that's just me because I believe in my own project so much, or because over time they started believing in the things they had to tolerate in order to keep projects going and keep themselves fed. Either way, advancement needs to be made, and it's probably not going to happen there.
If an indie can score 1 million subscribers, then that would be a wild success. I talked to one of the panelists (creative director from Red Storm), and I was up front about the fact that if I had 100,000, I would call it successful. WoW inadvertently caused a lot of perceptual problems concerning MMOs, especially the perception that making a good MMO can bring their sort of success. People forget that Blizzard spent over a decade building up their IP brands and playerbase and basically combined both in an MMO that is basically a very classy, very mediocre product. If it was done right, SWG would have been WoW, or it can still be done with other brands. Look at Call of Duty 4. That's an MMO in persistent characters, leveling, and PvP. If they just linked the areas with zones and added bots, they'd have an action MMO with millions of happy customers. There's a few IPs out there with potential if done right, but outside of those, and until people realize the truth of why it happened, WoW is a one-shot.
#7
And to rescore Ted's point -- I'm in the same boat. I'm not a huge schmoozer. More than anything else, the fact that I need to get out their and network.. to schmooze.. scares me more than any of the artistic, production, and technical challanges I face as someone who's developing a prototype for an MMO. But I've seen it over and over again, and it is an undisputabable fact -- you absolutely must do it.
Great post Ted. I give this one 5 star approval!
11/25/2008 (11:21 am)
As someone whom is very soon going to be in this exact same boat, I wanna say thanks tons for sharing your experiences. I'm also very interested in any information you'd be willing to pass on about that original expo, and if they're going to be doing it again sometime. I'd love to have the opportunity you describe -- it can't be anything but useful. And to rescore Ted's point -- I'm in the same boat. I'm not a huge schmoozer. More than anything else, the fact that I need to get out their and network.. to schmooze.. scares me more than any of the artistic, production, and technical challanges I face as someone who's developing a prototype for an MMO. But I've seen it over and over again, and it is an undisputabable fact -- you absolutely must do it.
Great post Ted. I give this one 5 star approval!
#8
11/25/2008 (3:00 pm)
Very good reading.
#9
To oppose J.C. - D&D only had 10 levels because it's not a standard mmo those 10 levels take as long as 60 levels in WoW, if you had played through them you'd know this. Also to say it was doomed to fail when it is still going after several years is a bit odd.
You complain about the forced grouping in EQ2 (no surprise since EQ1 was as well but maybe a little research would of helped there) but in other games you seem to complain that the grouping side was lacking.
On LOTRO you said "A solid effort, but not interesting enough for major MMOG fans" yet it's the second largest MMO only beat by WoW, and growing constantly. It is a huge success and has an equally huge fan base so how can you make a statement saying it's not interesting for major MMOG fans when it's success is as clear as day. Unfortunatly posts like this are too common, a personal opinion that tries to convince others of facts. You don't like LOTRO but apparently 400,000 other people love it and the numbers keep climbing. To include LoTRO in any list of "failures" is a joke.
My post here, other then to show J.C. he is not as knowledgable as he thinks, is to show that when you are networking and listening to other people, make sure to seperate pure speculation from facts. And when to recognize something as a personal opinion and not the truth.
Also look at something like MoM. If I remember correctly, it was done by just 2 people. It has a good sized player base and clearly enough to be profitable for the two of them. When working as an indie you don't need to make the next goliath of MMOs, you just need to make something stable and fun that a core group of players can get behind and enjoy. For small teams you don't need millions of players to run a bussiness, you need thousands. So if you use a lot of the resources out there to get yourself started and build up a good community that you talk to and share ideas with, you can lock in a dedicated group of players.
11/26/2008 (8:24 am)
Another thing you have to think about when talking to people is when they put forth only their own opinions as if it were complete fact.To oppose J.C. - D&D only had 10 levels because it's not a standard mmo those 10 levels take as long as 60 levels in WoW, if you had played through them you'd know this. Also to say it was doomed to fail when it is still going after several years is a bit odd.
You complain about the forced grouping in EQ2 (no surprise since EQ1 was as well but maybe a little research would of helped there) but in other games you seem to complain that the grouping side was lacking.
On LOTRO you said "A solid effort, but not interesting enough for major MMOG fans" yet it's the second largest MMO only beat by WoW, and growing constantly. It is a huge success and has an equally huge fan base so how can you make a statement saying it's not interesting for major MMOG fans when it's success is as clear as day. Unfortunatly posts like this are too common, a personal opinion that tries to convince others of facts. You don't like LOTRO but apparently 400,000 other people love it and the numbers keep climbing. To include LoTRO in any list of "failures" is a joke.
My post here, other then to show J.C. he is not as knowledgable as he thinks, is to show that when you are networking and listening to other people, make sure to seperate pure speculation from facts. And when to recognize something as a personal opinion and not the truth.
Also look at something like MoM. If I remember correctly, it was done by just 2 people. It has a good sized player base and clearly enough to be profitable for the two of them. When working as an indie you don't need to make the next goliath of MMOs, you just need to make something stable and fun that a core group of players can get behind and enjoy. For small teams you don't need millions of players to run a bussiness, you need thousands. So if you use a lot of the resources out there to get yourself started and build up a good community that you talk to and share ideas with, you can lock in a dedicated group of players.
#11
@Everyone Else: Great discussion going on here.
I'll share with you guys my personal formula for MMO success. It doesn't involve number of players, which is a meaningless indication of success in my opinion. The formula is:
And that's it.
- Dave
11/28/2008 (10:29 am)
@Ted: Excellent blog. Thanks for sharing.@Everyone Else: Great discussion going on here.
I'll share with you guys my personal formula for MMO success. It doesn't involve number of players, which is a meaningless indication of success in my opinion. The formula is:
revenue > expenses
And that's it.
- Dave

Torque 3D Owner J.C. Smith
Developers noting how nothing will dethrone WOW are looking for one thing, justification for why their huge budget titles flopped more often than not.
I've made my living by running sites for these games for the past 11 years. The reality on all the games released since WOW (with EQ 2 thrown in for good measure since it came out 2 weeks before WOW):
- Everquest 2: Terrible design from the get go which made all the classes clones of one another and all the items having the same stats just scaled by level (WTH!). In the last 3 weeks of beta they completely redid the class system after months of the players universally hating the old system. But they had no time to test it. Sony refused to delay to give the game the time it needed and shipped a buggy, boring, forced grouping product that sold like hotcakes and then lost much of its audience to WOW. A year or two later EQ 2 became a pretty good game, they WOW-ified a lot of elements and fixed their class and item issues. But if you have a bad launch, you never really recover. A lot of people I know would argue that EQ 2 is currently the best MMOG on the market.
- D&D Online: The dungeons were nice, but repetitive. Forced grouping at its worst. Only 10 levels at launch (WTH). No crafting. It was doomed to failure from the get go.
- Tabula Rasa: They tried to make an MMORPG which fakes you into believing its an action game. Was just too simplistic and repetitive. All servers are shutting down in February.
- Vanguard: Another Sony job. Badly rushed. Great graphics. Some cool features. But forced grouping, terribly slow leveling, lots of diehard features that turned off any casual gamers. It's lingering with a 25,000 user base. Those who like it are die hards, but few could get into an Everquest 1 clone in this day and age.
- Lord of the Rings Online: Arguably the best of the post-WOW games, at least PVE wise. Very polished game, and good looking, completely a WOW clone. Lacks in taste and style though. Not particularly interesting. Combat system is somewhat boring. Raids are unchallenging. No real character building other than leveling and in the last (just released) expansion you can customize a little with the trait system. A solid effort, but not interesting enough for major MMOG fans.
- Age of Conan: It was fun for about 25 levels. Badly rushed. A total lack of quests past level 45. Flawed PVP mechanics. Melee combat was fun at start, but then becomes a button mashing contest later on that turns off many players. No housing and terrible crafting. Other than its pretty graphics and faster paced combat it just doesn't offer much.
Warhammer Online: This was probably the game that was best poised to overthrow WOW. Unfortunately it looks like they pooched it. Performance issue were harsh for those on older systems. I know at least 4 people (including my girlfriend) who were well above the minimum requirements on the box, but where the game ran so bad that they either quit or had to upgrade their computers to even make it playable (I'm talking less than 5 frames per second on minimum settings before). In a PVP game, that hurt things. The performance makes keep raids awful even on decent systems. The scenarios were a real success but they were fataly flawed. By adding quests at the warcamps that gave you good experience just for competing in the PVP, and by making the PVP give good experience, the bulk of the players (75%+) spend all of their time sitting in the warcamps and doing pvp, then going right back in. If they leave that area they miss out on the quest exp from completing the PVP. As a result the rest of the world is completely barren. God awful crafting and no housing. Imbalanced PVP sees Destruction having population advantages on every server. The scenarios are very fun but people keep doing the same ones over and over. Out of a guild of 78 people I'd say there are less than 10 still active in my guild and despite running one of the largest fan sites for the game, I cancelled my account also.
Now those developers in their need to find a reason why their titles all flopped point to WOW being a juggernaut that is invincible. The reality is that Age of Conan and Warhammer Online were the two fastest selling MMOGs of all time. But everyone cancelled because the games simply were not very good. WOW expanded the MMOG market to new levels, and many WOW players are bored of the game. But the competition so far is just WOW clones that don't meet up to expectations. WOW is not without its own flaws, the lack of housing, simplistic gameplay and advancement, ugly oudated graphics (at least for those who have reasonable systems), etc. But the other games are going to have to offer more than they have so far.