It makes me sad to see Dungeon Runners get the plug pulled. It was a fast, fun game that was fantastic for those 15-30 min runs when you wanted nothing more than to whup on some pixel critters. But, I'm also not surprised by it. From what I can tell, they had been struggling financially for some time and had had serious staff cutbacks. They simply didn't have the staff to keep cranking out tons of content or the money to implement new ways to get money.
I know they had been kicking around the idea (way back when) of going to a microtransaction system, but the community seemed horribly opposed to it. I wonder if they could've survived had gone that route? Was this a time when listening to the smaller, loyal community may have been a bad choice business-wise?
(I haven't played recently, so I'm assuming microtransactions were never implemented.)
I subscribed and enjoyed it for a long time. I even have the bling gnome. Buying the game was well worth it just for that, in my opinion!
I'm trying to think of why I eventually wandered away from DR and I think it is because that, after awhile, just running and killing can get a little boring. Oh, I always come back to that formula for kicks but I tend to also take breaks from it. I may play Diablo/Sacred/Titan Quest for a few months, quit for a few months and then come back.
I'm not sure that you can get people to subscribe to that kind of gameplay formula for sustained periods.
Darnit another mmo that I was fixing to play gets shutdown before I have the chance to play it, and I still have the installer for this somewhere on my computer too lol.
It wasn't really a true MMO. It was more of a hybrid, like FFXI, with everybody able to meet, trade and team up in the public area, but all the bad guys in private instances.
It was good. People just hated it because they thought it was a forced party game which is only partly true. Some classes couldn't solo while others could, in some cases you just had to figure out the right combination of jobs. I was one of the few players to get to max level soloing because I figured out what monsters to kill and stuff on my galka warrior/ninja hybrid.
I know they had been kicking around the idea (way back when) of going to a microtransaction system, but the community seemed horribly opposed to it. I wonder if they could've survived had gone that route? Was this a time when listening to the smaller, loyal community may have been a bad choice business-wise?
(I haven't played recently, so I'm assuming microtransactions were never implemented.)
I'm trying to think of why I eventually wandered away from DR and I think it is because that, after awhile, just running and killing can get a little boring. Oh, I always come back to that formula for kicks but I tend to also take breaks from it. I may play Diablo/Sacred/Titan Quest for a few months, quit for a few months and then come back.
I'm not sure that you can get people to subscribe to that kind of gameplay formula for sustained periods.
It was good. People just hated it because they thought it was a forced party game which is only partly true. Some classes couldn't solo while others could, in some cases you just had to figure out the right combination of jobs. I was one of the few players to get to max level soloing because I figured out what monsters to kill and stuff on my galka warrior/ninja hybrid.