
The first time I tried to play an MMO was when I was about 11 years old and I persuaded my parents to buy Final Fantasy XI for me. I'm not sure I actually knew what an MMO was at the time, just that I loved Final Fantasy, and this was a Final Fantasy game for PC. I played CD-ROM games on our computer so I assumed it would be fine! When we arrived home with it, we discovered two things - firstly, that it required a subscription to play, which my parents weren't happy about on top of the initial cost of the game. The other problem was that our family computer didn't actually meet the recommended specs to run the game. I remember some difficult negotiation with my parents about paying for a subscription, but the state of our PC was a bit more of a pressing issue. My dad said he would look into upgrading it, but ultimately it never happened, and eventually I traded in that copy of XI a couple of years later after realising I wasn't going to get to play it.
The next time I encountered the concept of MMOs under that name was, of course, World of Warcraft, but the press wasn't great. I didn't personally know anyone who played it, and all I heard about it was that it was a dangerously addictive game that, again, required a monthly subscription to play. I heard about people's lives being destroyed by it. It didn't appeal to me either - the artwork was in that style of fantasy painting with grotesque features and colour schemes that I never really cared for. I didn't look into it any further, and regarded most other major MMOs with a similar suspicion.
I dabbled in online games of various kinds, of course, mostly browser-based but occasionally otherwise, if they were free, but nothing serious. The idea of paying money for something virtual was frowned upon by my parents, so even aside from subscription games I wasn't allowed to spend money on things like Gaia Online either. That attitude instilled the same belief in me - that it was a rip-off or even dangerous to pay a recurring subscription for something on a site or online game, or even to buy one-off items, despite the fact that I really wanted them. I was appeased by the fact that my parents would grant me special permission to stay up til 2am to attend an event on Gaia, and by the offline games I had.
The first time I actually played an MMO and stuck with it was Shin Megami Tensei: Imagine. I played it because I was at the height of my obsession with the SMT series and playing every single game related to it that I could get my hands on - and, well, the game was free, so why not?
Unfortunately, while technically free, Imagine was very much in the realm of pay-to-win. It was painfully difficult to progress if you weren't spending money on virtual currency, and then gambling with that on top of it to win gear and items, a model which is now extremely widespread, especially in mobile games. I really did love the game in spite of its flaws, though, and at the time of playing I had just left school to become an art student, so I was living independently and was free to spend as much of my time and money on it as I wanted.
I won't say exactly how much I spent on it, but it was a lot, though I don't exactly regret it - my time playing the game before it shut down was highly influential on me in a positive way, I genuinely enjoyed my time and found it inspiring, not to mention that it provided me with important social connections when I would otherwise have been lonely. But the business practices were still not acceptable. I spent far more money on it that I would have done if I'd be paying a monthly subscription for it, because it was much easier to do so - every time, it could be viewed as a small one-off payment, not being locked into anything, you could quit at any time - theoretically, anyway. I'm sure everyone is familiar enough with gambling to understand why that isn't really the case.
Then, I signed up for the beta of Final Fantasy XIV. I'd heard all about the original version of the game and steered well clear of it, but now that I had some experience with MMOs, and the beta for the new, revamped version was free, I thought I'd give it a try. The rest is history, of course.
So, at that point I had definitely shaken myself free of my prejudices about the idea of subscriptions and MMOs in general, knew exactly how much difference there was between a "free" game that was built to sap as much money out of its players as it possibly could with no ceiling, and a subscription model which was by comparison reliable, predictable and attached to a game that was created with love and care. I haven't missed a month of subscription since A Realm Reborn came out, and while that absolutely does add up a lot over time, I consider it to be worth it. I love the game, I highly respect how it is run by its developers, and the positive impact it's had on my life is absolutely vast, like, I cannot possibly overstate this. I'm not sure I would even be here without it, let alone flourishing in the best development I've had an artist so far in my whole life.
But then, there is still the matter of World of Warcraft. After my opinions on these things became more balanced and I was less afraid of the idea, I did try WoW a couple of times, especially after meeting a lot of people in XIV who had played it a lot. It still didn't grab me, though. I found the character designs really unappealing and I struggled to feel invested in any of the places I was set free in during the early stages of the game. I also had pretty high standards for these things and for story coming from XIV, which captured my heart right from the beginning in all the right ways.
Fast forward to now, however... I picked up WoW yet again on the free trial in order to play with my partner, and this time things have been different. I still have criticisms of it, but I've now been shown all the things about it that are genuinely really fun and exciting and beautiful, which I hadn't seen before. The way the game is promoted is always with artwork and screenshots that came across to me as drab and unappealing. I had no idea that the game actually contained environments in it as impressive as those in BfA and Shadowlands are, that its artistic style came together so beautifully there, that the quests in this new expansion would start out so fun and engaging. WoW's success and history means it doesn't really need to try too hard draw in new types of players, I guess, but I can't help but wonder how many more people would try it if it was marketed more to their tastes. If I had been shown Bastion and Zuldazar and all of Kul Tiras before I would have considered playing the game sooner, I think. It's still early days for me but I'm enjoying my time in it at the moment.
WoW, and many other MMOs, are absolutely addictive, though. I may not consider them monetary rip-offs but that factor was definitely true, haha... This entry also doesn't touch on my feelings about subscriptions in a broader sense which are complicated and not entirely positive, but I'll save that for another time. The point here was really just to document how my perspective has changed over time from considering such an idea to be exclusively avoided due to the influence in my childhood, to now considering that it is, in some cases, a very reasonable model.