Trusting your players is a risky move in an MMO.
Accepting risky moves is often counterproductive to turning a profit, which is why the ‘safe’ choice when designing an MMO is to remove that potential risk and limit or eliminate any trust you might require from your players. At the same time, trusting your players and giving them more options or ‘freedom’ is an almost inherent quality to a virtual world. I think you can see where this is going.
Let’s look at a game like Ultima Online, EVE, or Darkfall. Lets pretend you believe those games are amazing in terms of presenting the player with a perfect virtual world; sounds good right? And not only is the design perfect, but whenever a new player logs in they could very well interact with a helpful player right away and be instantly pulled into what makes a virtual world so great, player-driven content.
Or they might be ganked and griefed.
And it’s that second option that terrifies most dev teams, because no matter how well they design their virtual world, no matter how perfect the coding, the art, the sound; by giving your players that freedom you accept the fact that even though many will put it to good use and IMPROVE your game, others will inevitable abuse it or add an element many find offensive.
That’s why in many ways, virtual worlds will indeed always remain a niche product, while the broader MMO concept has the potential to attract millions of ‘casuals’. The casual simply is not interested enough in the game to demand the more ‘advanced’ features that a virtual world brings by providing player freedom. A game without those freedoms is limited to dev-driven content only, but the casual player will never push far enough to get past that, or to reach its limits and demand more.
The ‘ideal’ player for an MMO is one who just logs in whenever content is provided, and if they consume content at a steady, sustainable pace, you never have to worry about losing them to some outside factor like ganking or how limited your ‘virtual world’ really is. The casual player does not view it as a world, does not demand it to function like a world, and overall simply does not ask as much from the game as someone who is more into what an MMORPG is at its core.
In direct contrast, a fan of virtual worlds will demand more and more freedoms in order to create or experience what they believe is the best aspect of the genre; player-driven content. They view the devs role as one to provide more tools rather than defined content, because with the proper tools such players will always create the content that suits them best.
Or they will abuse those tools and destroy the world.
The history of the genre has examples of both, from highlight-reel stuff like the stories from EVE to the “Play to Crush” debacle that was Shadowbane. It’s a very risky move to ultimately trust internet strangers with the health and ultimate survival of your livelihood, yet when done right the rewards are certainly there, and for me, that is far more interesting to watch then the next iteration of Simon Says for 30 minute mute groups.
Chuck-o-the-day: Chuck Norris was the first black president.
Posted by SynCaine 