Master X Master: The Game That Tried to Change Everything and Failed

Master X Master: The Game That Tried to Change Everything and Failed

Master X Master, a game by NCSoft, failed to revolutionize the MOBA genre due to its unfocused gameplay, poor character design, and flawed monetization strategy.

Vince Vanguard

Vince Vanguard

Master X Master: The Game That Tried to Change Everything and Failed

Master X Master was a game that promised to revolutionize the MOBA genre, but instead, it crashed and burned faster than a liberal's dream of a socialist utopia. Developed by NCSoft, a South Korean company known for its successful MMORPGs, Master X Master (MXM) was released in June 2017. It was supposed to be the next big thing, combining elements of MOBAs, action RPGs, and even a bit of platforming. The game was set in a futuristic world where players could control a variety of characters, known as "Masters," each with unique abilities. The twist? Players could switch between two Masters during gameplay, adding a layer of strategy that was supposed to set it apart from the competition. But by January 2018, the game was shut down, leaving players wondering what went wrong.

First off, let's talk about the gameplay. MXM tried to do too much at once. It was like a buffet where nothing tasted good because the chef was too busy trying to make everything. The game had PvE stages, PvP arenas, and even mini-games. While variety is usually a good thing, MXM spread itself too thin. It lacked the focus and polish that games like League of Legends and Dota 2 have. Players were left with a jack-of-all-trades, master-of-none situation. The combat was clunky, the controls were awkward, and the learning curve was steeper than a San Francisco street.

Then there's the issue of character design. MXM featured a roster of Masters that included characters from NCSoft's other games, like Blade & Soul and Guild Wars 2. While this might have been a clever marketing move to attract fans of those franchises, it ended up being a double-edged sword. The characters felt out of place, like they were shoehorned into a game where they didn't belong. It was a mishmash of styles and themes that lacked cohesion. Players couldn't connect with the characters, and in a genre where character loyalty is key, that's a fatal flaw.

The monetization strategy was another nail in the coffin. MXM adopted a free-to-play model with microtransactions, which is standard fare these days. However, the execution was poor. The game was riddled with pay-to-win elements that turned off players faster than a bad Tinder date. Essential items and powerful Masters were locked behind paywalls, making it difficult for free players to compete. This created a toxic environment where only those willing to shell out cash could truly enjoy the game. It's no wonder players abandoned ship.

Marketing and timing also played a significant role in MXM's downfall. The game was released at a time when the MOBA market was already saturated. Heavyweights like League of Legends and Dota 2 had already established themselves as the kings of the genre. MXM was like a small fish trying to swim with sharks. NCSoft's marketing efforts were lackluster at best, failing to generate the hype needed to draw players away from their established favorites. The game was doomed to obscurity before it even had a chance to shine.

Finally, let's not forget the community, or lack thereof. A game's community can make or break it, and MXM's was practically non-existent. The game failed to build a loyal player base, and without a strong community, it couldn't sustain itself. Players need a reason to keep coming back, whether it's for the camaraderie, the competition, or the content. MXM offered none of these, leaving players with little incentive to stick around.

In the end, Master X Master was a cautionary tale of what happens when a game tries to be everything to everyone and ends up being nothing to anyone. It was a bold experiment that failed spectacularly, a reminder that sometimes, less is more. While it had potential, it was ultimately a victim of its own ambition, a game that promised the world but delivered a ghost town.