Failure to Transfer-proof MMO Launches
Posted by Player Versus Developer [HTML][XML][PERM][FULL] on 18 September 2013, 9:47 pm
There are at least four US/EU servers in FFXIV where people I know from blogs, twitter, or podcasts have characters.  I will need to pick one of those servers as a home.  That choice has huge implications on my future in the game. 

If I pick a newer server that is populated too heavily with tourists - players with established social ties are seldom willing or able to re-roll when new servers open post-launch - it could be deserted in a few months, leaving me high and dry in a search for groups.  If I pick one of the more crowded servers and the game does somehow continue to trend upwards, I could be facing the kinds of extended performance issues that I experienced in 2004-2005 having rolled on one of the 40 WoW servers whose names were announced prior to launch.  Perhaps most importantly, if I roll on a specific server to join specific people and those folks don't stick with the game, as I did in SWTOR last year, I'll be looking at a lonely experience.

I find it frustrating that we as customers who pay for online gaming services seem to have a misguided focus on the portions of the server population discussion that should be easiest to forgive.  We dwell on overcrowding on launch week, even though these problems are almost always fixed in a week or two.  We brand as a failure any product that ends up with too many servers and has the nerve to make the correct decision to consolidate them. 

Meanwhile, I'm sitting here with a server list and a choice that's harder than it should be.  There's no choice I can make today that is transfer-proof, and the provider really doesn't have an incentive to care since they stand to pocket the transfer fees if I get it wrong.  It just seems like the rare thing that we as customers who are paying for a service actually have a good basis to complain about, but we don't complain much and the problem persists. 


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