I ask because in my gut it feels like Rift has been around longer, that it has joined the pantheon of elder games, that it has traveled a long, long road to get where it is today.
I think Rift has just lived life at an accelerated pace, having gone through various stages of its existence at a run. I mean, we had the game show up and receive accolades in beta. Then there was the “aimed straight at World of Warcraft” marketing campaign just as WoW subscription numbers were flagging.
David “Triple-A and Here To Stay” Reid was quick to claim that those missing citizens of Azeroth were swarming into Telara, boasting of the game having one million subscribers… I mean customers… or maybe it was just a million boxes sold.
Meanwhile, the open beta finished up and the game went live to the immediate cries that the game was better in beta, thus punching that ticket on the game’s journey. No transition to live is complete without that!
Then there was the inevitable “dumbing down” and solo play focus, the initial drop in subscribers and server consolidation, the Raptr deals, and a raft of updates and features like mentoring and instant adventures.
That rolled into the first expansion, Storm Legion, which seemed to be missing some element that made the original game so compelling. I ran four characters to level 50 but couldn’t bring myself to get those next ten levels. Something just didn’t click. Maybe bigger isn’t necessarily better.
After the expansion failed to bring subscriptions back to the game’s peak, there was the inevitable descent into the free to play model.
Free, being a price anybody can theoretically afford, brought a pile of players back, but every surge tide must ebb at some point. The server count was reduced again, the game shut down in China, and Trion closed its office in San Diego.
The game carried on. A new expansion, The Nightmare Tide, was announced and Trion joined the insta-level craze, allowing players to boost a character to level 60, effectively past the Storm Legion expansion. Somewhere along the line Trion decided that they needed to compete with Steam and Origin and forced their Glyph game service on all of their customers. I mean, even EA had the good sense not to force Origin on their SWTOR customers. Anyway, the Glyph requirement, along with Trion’s cavalier attitude to what they feel they can install (but not uninstall) on my computer, now pretty much blocks my ever returning to Rift or trying any other game they might publish.
Such is life.
Still, it wasn’t a bad game. For a season or three it served as a home to our regular group, giving us a place to play during our crisis of confidence with Blizzard and World of Warcraft. We enjoyed our time there, adapting as the game changed beneath us.
That was enough to put Rift at the top of the list of games I spent time playing in 2012. (It fell well down the list in 2013 and, if Raptr publishes a report for me for 2014, it likely won’t be visible at all.)
All of that in four years. It hardly seems possible. It is like a compressed timeline of the genre in a way, having passed through so many familiar phases.
Anyway, the team at Trion has put together an infographic about the game to celebrate four years of Rift. A crop of the very top of the 976×7223 pixel document is below. Clicking on it will bring up the whole thing.
More than a billion quests completed and nearly a quarter of a billion rifts closed in four years.
At this point the game has probably hit that foreign country status for me… more so than other, much older games such as EverQuest II. Too much has probably changed at this point and I hadn’t even finished up what was on my plate before I left. But it was fun while it lasted.