Showing posts with label business of MMOs. Show all posts
Showing posts with label business of MMOs. Show all posts

Tuesday, October 6, 2009

A Path to the MMO Revolution

Bloggers prattle on about mainstream, big money, big staff, mass-market MMOs. Only there is the stagnation so brutal and the gameplay so monotonous, yet the money is so huge.

But MMOs will not be redefined in this grand marketplace of titans. MMOs will be reiterated—progress has slowed. Now it is no more than a telephone game between big development houses. What developers misinterpret from WoW will guide the changes in the AAA MMO industry, not the visions of luminaries.

When there is (at least the perception of) big money available but a large and risky initial investment is required, market participants will aim to minimize all other risks. World of Warcraft has shown the market the revenue potential of MMOs, but, in the process, it has kicked risk-aversion into a high gear. Investors see WoW’s success and think that only WoW can be so successful, so they should reiterate WoW to capture equivalent numbers. The more deviation from the WoW formula, the more risk. This has slowed MMO evolution to a crawl. WoW is so big, so polished, and so old that other MMOs who aim to duplicate WoW’s success in a high-investment, high-risk environment will inevitably fail.

If you think it’s feasible to compete directly against a game that has 300,000 man-hours  invested (high quality man-hours by some of the best MMO designers and programmers in the industry) and has already captured the market, I have a bridge in Alaska to sell you. It ends abruptly in the Behring Strait. Maybe you’ll be on Deadliest Catch.

How can new devs combat the million-ton behemoth? By being more agile and keeping their eyes open. It also helps to stay as far away from the towering King-Kong-standing-on-King-Kong-in-a-Hitler-disguise as possible.

Agility means being small and quick. Through limiting the scope of projects, experimentation can take root. Developers can rapidly iterate on projects with small scopes, trying new features and honing old ones in the fraction of the time required by a towering monolithic AAA title. Project complexity rises exponentially with respect to the number of modules that must interact. Keep the number of modules small and you can make fairly radical changes without worry about the entire game turning into a flaming pile of debris. This small-and-sharp model for project design can be applied to each module in a game as well. When developers recognize the functional boundaries key modules, they can manage the complexity of module interoperation more efficiently.

Keeping your eyes open ensures that you don’t fall into the traps into which your predecessors tumbled headlong. Communicate with your community. Don’t promise what you can’t deliver. If you find you’re promising something you can’t deliver, let people know. Keep everyone informed and keep them excited. Pay attention to the design of other MMOs. Play other people’s games—and, more importantly, play your own game. Don’t add features that aren’t important. Make sure you’ve got one guy who has wrapped his head around the design trajectory of the game and the goals of the design. Make sure you’ve got someone who has their head fully wrapped around the lore. Make sure you’ve got a programmer that understands the architecture of the modules inside-and-out and can direct the general construction of the game. Etcetera.

Staying away from the Space King Kong Nazi Ape means do not try to directly compete with WoW. Find new mechanics and perfect them. Make a different game. Don’t be afraid to genre-bend, but don’t let genre-related marketing drive design. Don’t make a game that is a reflection of a game already considered fun; Make a fun game.

The games that act on the prerogatives set forward in this post will comprise the MMO revolution. The generation of MMOs that starts the revolution will be smaller games than we’re used to in the MMO field. They will be released early and patched often. They will evolve into fun games elaboratively. There will be no Great Leap Forward, but instead a series of rapid, modest steps. It’s easier to walk up a mountain than it is to leap to the top of it.

Sunday, August 23, 2009

MMO Novelty and Social Networking

We are at a turning point in the MMO genre. It is a point which will bring about either the downfall or the pervasion of the grandest display of video games seen yet. Up to this point, I feel MMOs have survived entirely on the novelty of playing in a large, persistent world. Players were willing to do very un-game-like activities because that's just how it is in an MMO. By the time grinding catches up with them, they are bound to the world with social ties--guilds and friends they've played with over the months.

The novelty is wearing thin, particularly in the combat area. More and more MMOs are appearing to be copies of each other because developers can't get past those poorly designed grinds. Aion, Champions Online, Fallen Earth, SWTOR: all have the same combat system. And guess what? WoW pretty much popped the MMO cherries of any gamer who would begin to try an MMO. Please stop with the "tried and true" single-target, hotbar doldrums. If you stay down this path, then the only way gamers are going to migrate to your new world is if all his social ties move there, and you will lose that battle also.

I'm projecting my feelings for Aion, but I'm willing to bet other players feel the same way. Aion deviates little from the beaten path. The only way I will be paying for Aion is if several of my RL and gaming friends decide to play it.

The only feature I am looking forward to is grouping. Apparently you can kill monsters in groups as a means to get XP, which is reminiscent of EQ, FFXI, and all those aged MMORPGs. What I am afraid of is that this feature gets American-ized out, and the grossly optimal way to level is solo-play. Fewer players willing to group means fewer groups.

So should NCSoft remove my beloved parties, I will be very reluctant to start paying them. I'm not going to torture myself just to chat and play with my friends. If I'm that socially depraved, then I'll start using Facebook more.

And here's the kicker. With all the social networking outlets, with all the social apps and casual games found on all these sites, MMOs will become obsolete. That is, unless they offer something these venues cannot: engaging progression that can't fit inside a Facebook app. If players get the same rehashed game systems over and over, they will learn to stop trying new MMOs. Less players means less revenue, and for a world that requires millions of dollars to create and maintain, that is not a sustainable business model. MMOs will die out.

Thursday, July 2, 2009

Pay-to-Play becomes Pay-to-be-Disappointed

The goal of this blog is not to discuss the business of MMORPGs, but I think it’s important that we discuss the effect of the pay-to-play model on player expectations.

When you pay every month to play a game, you’re doing two things:
  1. You’re validating the enormous amount of time you spend playing the game by “making the game worth the money”.

  2. You’re investing money in the game that you cannot get back. This sum of money only grows.

As long as I pay the monthly fee, I want my money’s worth. As long as I get my money’s worth, I’ll pay the monthly fee. This is an endless cycle! And, in the current forms MMOs are manifest, the cycle is bound to be broken. At some point, the game is no longer going to be worth the money. Everyone gets bored of a game eventually—some people become bored of whole genres of games. But when you regularly pay for a game, at some point you are going to suffer the disappointment of having wasted your money. That experience leaves a bitter taste in your mouth. The taste is made more bitter by the perhaps hundreds of dollars you’ve invested in the game already and how that all has amounted to this disappointment with the game. It’s a completely natural and reasonable process for the player to go through.

In MMOs, You quit a game because you either no longer have the time to play it or because you no longer think it’s worth playing. The result: all former players are either too busy to care any more (or have moved on quietly) or they are bitter or otherwise unhappy. An unhappy former-player is bound to spread his unhappiness to others. Negative word-of-mouth certainly damages games that don’t have multi-million dollar ad budgets; negative word-of-mouth is necessitated by the current business model.

When you pay to play MMOs, you may enjoy them now and continue to enjoy them for years, but you will ultimately leave disappointed. Perhaps Guild Wars’ success can be attributed in part to not generating a wake of disappointed and bitter players. I don’t know if free-to-play games solve this issue, but I do know that it should be addressed if we want the market for MMOs to keep growing and not be eventually subverted by an ever-growing bitter and aggravated populace of former-players.