The one character per account has one reason... greed. Henrik can hide the "reasons" behind flowery language but it doesn't change the fact that having one character per account gives them more game sales and subscription money.
This is short minded thinking. I can think of many ways to get more money out of people than forcing to have more than one account. It's real easy to come here and say things like this with nothing proving your point.
I think theres the money factor yes, and its absolutly naive to deny thats a possible reason for them to be monetizing accounts the way they do. Specially considering they allways had the regret of having F2P mode in MO1. I don't think that F2P model failed at all and they are mad if they think it actually generated loss.
Then it was promised that for MO2 the whole account/characters model was going to be rebuilt in a manner that you wouldn't need several accounts anymore encouraging the cooperative nature of the game, relying on the concept of player interaction and single character versatility. Meaning that you wouldn't need several accounts to necessarily have fun in the game.
Problem is, in paper we can say oh its wonderful. But if theres no actual design to backup such system its going to be exacly like MO1.
The root problem is that they never understood the reason people wanted and used several accounts, and no matter what everyone made use of multiclient.
Several characters per account in MO1 ment versatility and time efficiency.
As we all know the game used to be really time consuming in terms of travelling and gathering, combat and sieging generally took massive time aswell. Having the ability to suddently choose between 4 characters in the same account gave players a somewhat versatile spectrum of activities. Being able to BE at 4 different places by just logging off and on again.
Now in MO2 the map is bigger, mounts are slow, map is empty, you only have one character, ghostmode travelling is a dumbass WOW mechanic that doesn't have any purpose whatsoever unless it has other mechanics backing up the whole concept of ghost travelling.
So, right now a player that doesn't have 2 PCs is blessed with one character to be at one place at a time, to travel massive distances just to have a little fight or explore the empty world. Can only have one set of warrior skills and not that versatile crafting. Not to mention crafting and gathering can't be less challenging or fun. I mean, are we really getting this mining and extraction in a 2021 UE4 game?
What they don't understand is that people that liked the game allways tried to find the way to bypass time consuming mechanics, the whole concept of challenging pve in mortal allways been time consumption related and nothing else.
Comparing MO1 design and the course MO2 is taking i can say i don't think they really addressed core problematics from the very foundations of the game and i really hope it doesn't become the pilling up of placeholder content MO1 used to be.
And
@Dastardly before EAC the game was a P2W scenario, not that really matters right now cuz theres no actual competitive play. But even with EAC the game will continue to be P2W, whoever denies that can't do simple math.