One of the things that I find neat about games like Rend, Crowfall, and Chronicles of Elyria is that all of these games are by their very nature meant to be short-term affairs. The game only lasts so long. In some cases it’s a scheduled thing, in other cases it’s more an organic result, but all of them wind up in an end state. Nothing lasts forever, and eventually it’s time to count the victor and move on.
This isn’t actually a new idea in the MMO space, of course; A Tale in the Desert has been run using this structure for quite some time, The Matrix Online was in part based on the idea that every bit of the story would only last for so long, and progression servers like the ones EverQuest runs are meant to slowly catch up to the present until, well, they’re caught up. But it’s definitely reaching the point of being a full-on trend for these games in development to be time-limited.
What’s nifty about this approach is that no one gets to stay on top forever, and it gives a certain point to start and stop without missing out on things. Of course, that also means it’s easier to just stop playing after a certain point without feeling as if you’re missing things, turning the game into shorter-term play by its very design. What do you think? Do you like the idea of limited-time MMOs?