@Zeke said in so will NGS make it:
You don't know PSO very well do you? Base PSO(arguably all of it) and Base PSO2 had less content than NGS and they did very well.
I'm wondering if PSO "Ver.1" on the Dreamcast had less content; it's probably a matter of definition.
NGS has more terrain but fewer distinct environments than PSO's four. NGS presently has 12 weapon types and probably about 60 unique weapons up to 4★, while PSO had well over 100 weapons spanning more unique weapon types (unique to PSO: Sabers, handguns, canes, shots, slicers and claws. Unique to NGS: Wires, launchers and talises) and up to 12★. For armour (even before considering armour and units on PSO were two different things) the variety on Dreamcast PSO blows present-state NGS out of the water.
NGS probably has more unique enemies already, but fewer quests with dialogue; though voiced, the amount of story dialogue feels like it's about the total content of Rico's messages throughout PSO. Meanwhile side quest content is limited to a handful of NPC client-order-style tasks whereas in PSO (Dreamcast) there were around two dozen Hunters Guild quests with character dialogue throughout.
This is of course an unfair comparison; PSO released as a full-price game and had limited upgrade capability. (Even Universe several years later would struggle with that, needing to hold environment data on the PS2 discs and drawing criticism for a subscription network mode that basically operated by withholding finished content to release periodically.)
But at the same time for the amount of content we've got I'm honestly quite surprised they haven't thrown in a bunch of unvoiced client orders to either space out the story segments a little more or at least give the hours spent in our 8 sectors a little more meaning than they presently have. Client orders really aren't a new concept to PSO2 after all.