The long list of mass market MMOs that everyone is playing

October 2, 2012

So if you did not pick up on the fact that yesterday’s post was a long-winded setup to tell you that EVE is the best MMO ever, you are either new here or not paying attention. Also if you are someone who likes to dismiss EVE because it’s a niche MMO in a genre full of mass-market MMOs, this should prove educational.

Let’s cover the niche part first though, since it’s pretty easy. WoW is an outlier with millions of subs, so I’m going to put it aside for now. Yes, EVE is niche compared to WoW, but based on that logic GW2 selling 2m boxes is also niche because 12m subs > 2m boxes. Same goes for SW:TOR, LotRO (who had a lovely “come play with millions of others” ad campaign pre-release. How’s that working out for ya?), or… actually any MMO not called WoW in the NA/EU (silly Asia).

So WoW aside, how do the 400k subs (I know I know, it’s just one guy with 400k accounts, and he buys PLEX in-game so even he is not paying anything, but let’s pretend for a moment that somehow magically those 400k subs still somehow count as 400k x $15 per month for the sake of CCP’s revenue) stack up to everyone else? Well no one has 1m subs, so now we are talking thousands rather than millions.

A whole slew of ‘mass market’ MMOs are now F2P because not enough people found them worth $15 a month. SW:TOR, which will soon join the F2P fail-ranks because it could not keep its 500k or bust target, cost more money than any MMO before it, and EAWare famously stated that if you are not spending $300m, you can’t compete with WoW. I guess if you DO spend $300m+, you can’t compete with EVE either. In fairness to EAWare EVE probably cost somewhere close to 300m to develop as well. Well 300m Yen anyway.

GW2 just launched and rewrote the whole MMO formula, including that nagging issue of having to pay to keep playing, because really, who likes paying when you can get the exact same thing for free? Not surprisingly GW2 sold fewer copies than Skyrim though, another “buy the box and play forever” fantasy title. To be fair, Skyrim is in the more mass-market sandbox genre, while GW2 has to carry the heavy burden of being a themepark. Also the NPCs in Skyrim are more helpful and less likely to go poof after a month, and the dynamic events don’t repeat as often. Both games do feature loot piñata dragons, meh combat, and nice visuals. I’ll be kind and not compare the main storylines.

Rift is still a sub-based MMO, and it’s a mass-market themepark. It has fewer subs than ‘niche’ EVE if various data sources are to be believed, and somehow if Trion retained half a mil subs I think we’d here about it. Plus get back to me when Rift has 400k subs at its ten year anniversary. Hey only about 8 years to go, but to be fair when EVE launched it had way fewer subs too, so maybe Rift will grow much like EVE has. Maybe. That said, out of the last few years, Rift is the only major MMO to actually stay a sub-based MMO for a year+, so it would not be totally unreasonable to call it the most successful launch since… WoW?

So I ask, what ‘mass-market’ MMO are people talking about when stating EVE’s 400k subs is ‘niche’? I thought we got over the whole “WoW or bust” thing in 2007? Or are people really still thinking the ‘MMO market’ is 12m strong, and surely the NEXT title is going to hit that mark? Because if you do I’m sure EAWare has a spot for you on the team! Or maybe Funcom. Or Mythic. Wait is Mythic still a thing? No, why, what happened? Didn’t they have that huge surefire IP and mass-market MMO that was going to crush WoW? (I hate you whiteshades.)

And once you realize that 400k subs is not niche, but near the top of the not-WoW market, you can reasonably set expectations for design and market size if you are actually aiming to design a game that is intended to be played beyond the first month. You know, an MMO. Or what the old folks called an MMO before Anet came along and ‘fixed’ it for all of us.

Furthermore, if you can’t make $18m in yearly revenue work for you and your dev team (100k subs for a year, and assuming zero box sale money), you are doing it wrong. Probably to the tune of $300m wrong that leads the head doctors to call it quits because people pointed out that you delivered $300m worth of garbage while helping to shut down a game people loved (which may or may not have had more players than SW:TOR currently has actually playing).

But seriously, $18m a year is not peanuts, and I don’t think retaining 100k people for a year is asking for the moon. Hell, maybe would call that hyper-niche and laugh while they go back to their 1m+ subs MMO not called WoW, so it must be easy! And look, if EQ1 got 500k people back when you had to use a rotary dial to login, I’m pretty sure a team of devs can make something today to get 100k. Or 50k and try to survive off $9m in revenue. The horror.

Or you know, keep pumping out those ‘mass market’ MMOs all the kids are talking about. The ones just crushing it in terms of numbers like… WoW. Release in 2004.

Yea, those!


Speaking of innovation…

July 19, 2011

The (not really all that) new MMO business model: Is your MMO ‘good’?

If you lied and said “Yes”, go to A.

If you ran out of money, need to ship the alpha, and said “No”, go to B.

A: Hold a closed beta open to everyone, drum up launch hype, pack a Collectors edition with a ton of junk, sell for full price or more. Promise the world a week or so after launch, while also talking about how you never expected such a strong response and that you are now playing catch-up. Patch some of the stuff you cut in beta into the game, showing how ‘agile’ your development is compared to everyone else.

Hype wears off, you actually launched another WoW-clone. Merge servers at some point, the longer you wait the worse things get. Make sure to release a paid expansion with all the other stuff you cut from release at full price. Expansion hype wears off even sooner. Go F2P shortly after. If your MMO is based on an IP, shut down. If not, get an intern to keep the lights on.

B: Hype launch, lie/cheat/murder to sound special, sell the box at full price. Wait for your game to die. The rate of death is directly tied to how bad your game is.

If death is measurable in weeks, announce a return to beta, ‘re-launch’ with a nice buzzword attached to the title, sell the game at a ‘discount’, then go F2P a month later. Shut down shortly after.

If death is measured in months, announce a “brand new, exciting” direction, go F2P. Plan B: Announce that subscriptions are a relic (despite you charging full price for a box just a few months ago) and that F2P is the new ‘it’ thing, and that you are simply doing what everyone else is doing (despite the good MMOs all being sub-based, still). Shut down months later when no one is looking.

Note: This post would be a lot funnier if any of the above was exaggerated or sarcasm. Recent MMOs off the top of my head that inspired this post: Alganon, APB, Gods and Heroes, Global Agenda, Champions Online, DCUO, PotBS. I’m sure I’m missing a bunch.

The point: If an upcoming MMO looks ‘interesting’, wait a month and play the F2P version, saving yourself $50. If an MMO looks like a ‘sure thing’, wait a month and pay $5 on Steam. If an MMO has ‘neat ideas’, play on day one because day three they are shutting down. Make sure to take day two off from work to really make that $50 count!


Niche and Mass Market: One big happy MMO genre

October 6, 2009

We are at an interesting point in history with MMOs, highlighted beautifully with the recent re-release of the Asian answer to WoW in Aion and the uber-niche Fallen Earth. One is benefiting from a year of full release under its belt, a huge budget, and a tried-and-tested game style wrapped in pretty fairy wings. The other is a more traditional MMO in almost every sense of the word. It’s a little buggy, it’s somewhat unpolished, it does things in odd or ‘unique’ ways, and its main appeal is aimed at a small subset of the overall gaming crowd. One is clearly trying to be the next big thing; the other is just hoping to do its own thing.

And from my viewpoint, having been heavily involved with MMOs since 1997 and UO, the genre is now very clearly going in two directions. One is the ‘Hollywood’ or ‘bigmac’ path, the path of blockbuster or bust, the path of Madden (insert year), the path that if it worked before, re-release it with new box art and call it a sequel. It’s amazing that a genre like MMOs could reach such a point, but clearly we are at it now thanks to 11m WoW players and a billion dollars in revenue. The genre as a whole is no longer a niche dominated by nerds in basements like RPG’s themselves were prior to Final Fantasy 7. There is big money to be made with MMOs, and the safest bet on reaching the mass market is to over-spend on flash and follow a trusted formula. The louder Paul Barnett yells the more initial boxes get sold, fundamentally broken game design (two faction PvP) be damned. Every summer we see the same mindless yet entertaining Hollywood blockbusters show up in theaters, and now every Oct/Nov we are likely to see ‘the next big one’ appear on store shelves and on Steam/D2D. 2008 we had WAR, 2009 it was Aion’s turn, 2010 will be SW:TOR, and 2011 it will likely be Blizzard’s next MMO. And like those summer blockbusters, they are fun to show up to, let your brain go to sleep, and just enjoy the pretty colors flashing before you eyes as a few hours pass by.

At the other end we have the niche titles like Fallen Earth and DarkFall (among countless others). No one working on such titles ever thinks their game will contend with WoW for top subscriber numbers, or see their commercials feature Mr. T. What they did know is they were developing something for a specific group of players (one they hope is large enough to sustain them), and knowing that if they deliver on the expectations of that group they will be rewarded with player loyalty and a unique spot in a genre overrun with me-too titles. And like most indie films, most people won’t ‘get’ the appeal of such titles. How could losing all your loot possibly be fun? How is wandering around a drab wasteland better than gliding through a shiny magic forest? This can’t possibly be entertainment; I don’t see any big explosions or famous faces.

At one point, when niche titles like Auto Assault, Shadowbane, and Pirates of the Burning Sea were being closed down or in jeopardy, it seemed like the ONLY viable option in the MMO genre was to go clone or stay home (ba-zing!). For a while the only successful niche title was EVE Online, being the one example of how to pull off niche and still grow and make real profits. Yet Fallen Earth is getting a lot of positive buzz despite the fact that it’s rough around the edges, with much of it coming from people who are MMO vets and truly are tired of the WoW-clone gameplay. People are genuinely excited about its unique aspects and are just enjoying being noobs in a truly new environment (and not just new in terms of setting, but game mechanics as well).

Aventurine not only delivered a stable and solid product with DarkFall, but they have established a niche of players who are now excited about the games future and the direction its taking. The word ‘potential’ is often seen, and the boards are active with players debating and wondering how new features might work. It’s refreshing to see “how will navel combat effect politics, what will caravans do for the economy?” debated rather than reading “Anyone know the stats of the next raid set?”.

Just like ‘real’ movie fans applaud and support indie films while still checking out a blockbuster (but shhh about that), I’m overall very happy with the current MMO genre and how things are playing out. Whether I’m in the mood to kill another ten rats in whatever flashy and ‘polished’ setting is currently the ‘it’ thing, or to experience something new through the graphic engine lens of an indie studio, both options are healthy and readily available in 2009, and that’s win/win for gaming fans all around; be they the highly sophisticated and attractive people playing niche games or the subhuman mouth-breathing virgins that play WoW. (Had to add that last part in, just in case anyone though I might be remotely talking positive about WoW and ruining my e-cred, yo)


Paid beta: You’re playing it.

April 22, 2009

DarkFall is often referred to as a paid beta, and I agree. It has some serious issues, a multitude of minor problems, and countless little nagging annoyances. Despite all that however, it’s still the most engaging and enjoyable MMO experience I’ve had since UO in 1997. (And has shown me that those rose tinted UO glasses are indeed not as dark as some claimed)

Where I differ from some on the paid beta issue is that IMO, MMOs have two states; paid beta or slow death. That’s it, no magical middle ground of ‘done’ or ‘complete’; either the game is still being expanded and new, bug introducing code is being added, or the game is on the back burner and being used as a cash cow.

Of course there are varying degrees of paid beta. Vanguard was close to unplayable in its original state, WAR is stable/solid but feature incomplete, PotBS is stable but ultimately flawed, etc. Even WoW, which was perfect at release, introduces new bugs or broken/imbalanced features with each mid-year update. The only time it’s possible for an MMO to exist bug free is if no new code of significance is being added, and that only happens if your game is dead/dying. Any argument of ‘too many bugs’ also has to attach a release delay to it. Would you rather wait another 3-6 months for an MMO and have some of the bugs fixed (but not as many as a live paid beta fixes), or actually get to play the game you have been waiting for all this time, and roll with the punches knowing it will improve?

In addition, the feeling of ‘paid beta’ is likely only to be increased the faster content is added. WAR is a great example of this, as Mythic continues to crank out content faster than almost any studio around, and at the same time continue to introduce new bugs/imbalances. Flavor of the month classes are rampant depending on the latest patch, keep defense strategies rely more on what bug/imbalance is currently tops, and not all scenarios are created equally for the two sides. On the other hand, WoW is one of the least updated MMOs, with many areas seeing next to zero updates over its 5+ years (Battleground variety, new classes, graphics engine updates). In exchange for a trickle of content, the base code is about as polished as you get for an MMO. (Which says nothing about class or game balance of course, but at least you don’t fall through the world as often)

The question facing MMO gamers is not whether you support buggy software, but how high your tolerance for it is. Many have adopted a 6-month rule with any new MMO, as it’s within these 6 months that most MMOs experience the heaviest amount of bug fixes and changes. What they gain in bug fixes they lose in ‘New MMO experience’ of course, but it’s a choice they make. Yet regardless of when you DO jump in, if you play any MMO for long enough you will encounter a bug, downtime, or imbalance.

Seeing an MMO change (and hopefully improve) is a major aspect of this genre compared to others. It is, after all, the reason we pay $15 a month in addition to the $50 for the box/download. Unless a game is in truly rough shape, fans are always more excited about new content/features rather than bug fixes, yet we must also accept that all that new code is going to bring with it the inevitable issues. Luckily for us, its paid beta, and we are paying someone to fix those issues while providing us with new entertainment in a world/setting we love.


Long list of SOE hate.

February 17, 2009

Can someone explain to me why some people think SOE is going to push the MMO genre forward? I keep hearing about how SOE is the company that is going to finally get us out of the WoW-too rut the genre is stuck in, how its upcoming titles are all doing new and great things. First is my take on the history of SOE MMOs, just to establish a base.

EverQuest® – The original game that put SOE on the map, and the overall ‘winner’ of the first gen MMO war. Undeniably a huge hit that expanded the MMO market and set standards going forward.

EverQuest® II – Considering the name and following, overall a huge disappointment at launch. It’s been fixed up over the years and currently enjoys a solid following having defined its core features. If in 2003 someone said EQ2 would be a me-too MMO rather than a major player, people would have laughed. An underperformer who has recovered well thanks to the resources available to SOE.

Pirates of the Burning SeaTM – A unique selling point (great ship to ship combat engine) ruined by a tacked on avatar system. Huge initial interest followed by a sharp decline as players revealed design flaws in its endgame and economy. Even as a niche title, this one has disappointed.

PlanetSide® – A FPS/MMO that never really hit its stride. It’s been a non-factor since release.

Star Wars GalaxiesTM – Considering the combination of MMO and Star Wars, this was basically declared a money tree before release. Some launch troubles, unmeet expectations (thanks in part to WoW), and then the NGE catastrophe seal SWG place in MMO history as a massive waste of potential. Such a giant mishandling of potential would likely have cost many companies their entire business.

The Matrix Online – While this brand has faded since its peak, The Matrix was a huge property back in the day, and considering the movie, it’s a paint-by-numbers MMO setting. The Matrix Online SHOULD have been the defining Sci-Fi MMO, and not the tiny niche game it currently is. While not exactly a SWG-sized waste of potential, it’s hard to argue that The Matrix Online fell short of expectations.

Vanguard Saga of Heroes® - The much-heralded spiritual successor of the original Everquest, Vanguard has a well documented history of failure. Starting with its much-reported beta troubles, to its epic fail of a launch, and the subsequent circus of its developers, Vanguard made history for all the wrong reasons. While currently the game is reportedly in much better shape, it’s niche status has long since been established, and many still credit it with their distaste for trying newly launched MMOs.

One undeniable hit (EQ1), two currently healthy MMOs that underperformed or disappointed (EQ2, SWG), and four titles that would be shut down if taken off the MMO life-support system that is Station Access (PS, Matrix, VG, PotBS). One out of seven MMOs from SOE live up to their potential/expectations. Outside of its first title, what exactly are we looking at as the example of MMO excellence with SOE? Sure they have a lot of history in the genre, but how do we take a history of failure as a positive? When you swing and miss with such IP’s as Star Wars and The Matrix, not to mention release a sequel to the previous king of the genre that scares away all but the most hardcore of fans, normal rational would paint you as a company to avoid going forward. Let’s also consider the upcoming MMO titles set for release.

The AgencyTM – Another attempt at FPS/MMO, only this time with a spy twist. Considering the core FPS crowd, it’s hard to imagine them going for something so FPS-lite. Core MMO fans have generally avoided past FPS-like MMOs, so it’s tough to say who the market is here. The PS3 being the trailing console of this generation can’t help either.

DC UniverseTM Online – Not out yet, but clearly moving away from the traditional MMO setup and going for a more action/beat-em-up setup with some MMO-like features. Also has the Batman/Superman videogame curse to deal with. Overall solid potential for a fun ‘diversion’ MMO, but does it have the hooks to make it the main MMO for most players? Good potential is a hit on the PS3 given the controller setup, but how will it stack up to Champions Online on the PC?

Free RealmsTM – Out soon, kid-aimed browser game going for a WoW-lite approach. It could do well, but not a product aimed at the traditional sub-based MMO crowd. Considering the Wii is the dominate console, especially among a younger demographic, it’s tough to picture FR really selling PS3 units, or the core PS3 crowd jumping all over a kids game. The PC success of kid-friendly F2P MMOs like Wizard 101 shows the market exists, but will FR capture it in a profitable way?

I’m sorry, but I don’t see MMO baby jesus on that list, do you? We have one potential flop (Agency), one niche title (DCU), and one kids game (FR). Is that really the future of the genre? What in the three above is the next great step in MMO gaming, especially considering the history of the company behind them?

PS: Part of my SOE-hate still stems back to 1999 and luring the carebears away from UO. Yes, I hold a grudge. But fanboy exaggerated hate aside, I still don’t understand the blind love by some for SOE considering their overall history…

Edit: Sorry the original version of this post was a formatted nightmare. That should all be fixed now.


The bored WoW player wave comes and goes, leaving empty servers behind

October 31, 2008

With WAR’s recent server transfers, the natural first reaction would be that since so many players are jumping ship, WAR is dying and needs to consolidate. It’s generally the statement we make whenever we hear an MMO is merging servers, and generally this has been true, yet I’m not entirely sure it applies in the post-WoW MMO world.

The fact is, for a large majority of current MMO gamers, WoW is their first MMO, and hence every game after will be compared to it. We all do this with whatever MMO we played first (UO for me), thinking back to the first character we created and the fun we had. We always hope that whatever MMO we pick next, we will get that same experience, and it’s an impossible hope. You will never be a total MMO noob after your first game, and since part of the initial MMO magic is that once-and-gone noob feeling itself, you will continually slip down the path towards jaded MMO gamer. Welcome to the impossible and unreasonable expectations club.

The major problem in the post-WoW MMO world is that any new MMO that comes along grabs the attention of bored WoW players. This rather large group jumps into a new MMO on day one with the hope that they will get something new, yet at the same time expecting it to play EXACTLY like WoW. They take issue if the bind keys are different, if the mini-map is in the wrong spot, if the combat/leveling is slower/faster, etc. For far too many of these people, they don’t actually want anything but WoW, they just want more of it.

And so any new MMO is flooded with these players, who soon realize the new MMO is in fact not WoW, and rather than adapt to the new environment, try to force WoW-like gameplay into it. Once that’s no longer an option, it’s time to quit and return to familiar grounds. Now this process has always happened in MMO land, but the difference today is rather than a few thousand UO players leaving EQ1, you have a few hundred thousand jumping back to WoW. This means any new MMO has to launch with a far greater number of servers than it can really support, if only to host the first-month players until the its-not-WoW feeling sets in. It happened to PotBS, TR, AoC, and now WAR. (It should have been done in LoTRO, but Turbine has instead left a few near-dead servers online, as overall population is less of an issue in a totally PvE game) It will also happen to future releases as well, leaving players with the hit-or-miss game of picking the right server.

The good news for fans of non-WoW MMOs is that despite the initial player exodus, a core develops and life goes on. The developers fix and patch, the games improve, and fans that actually came to the new MMO for what it offers, rather than in the vain hopes of finding WoW2, get to play the game they want with like-minded players.

*Of course, marketing at times will interfere, and actually assume it can recreate WoW, setting unreasonable expectations. In turn this might cost the company too much when magically all 11 million players don’t show up, and the servers are forced to close. An MMO can be a success with 100k players, it just has to be planned for that 100k, and not 11 million.


Listen to me ramble!

August 23, 2008

Adam is back after… well a LONG time away, and has put together another quality podcast. Adam, Luper, and myself talk about a bunch of MMO goodness. Copy/paste incoming.

Adam’s back with another show!  In this episode, Adam, Luper from Voyages of Vanguard, John from TAGN (who had a contribution to the show, but was unable to discuss it as he was silly and gave away his mic so someone could do work! Work over gaming?!?!?!  WHERE are your priorities, John????) and Michal, aka Syncaine from the Hardcore/Casual blog tackle the 5 “N’s” of MMO’s for 2008:

New features in MMO for 2008 and the 5 N’s: “NICE! Neat. Nuwhut? Nonimportant, or NASTY!”  The concept was each contributor came up with at least one feature from a 2008 MMO release, and what they thought of it, within the context of one of those N’s.  MMO’s involved in this discussion were Tabula Rasa, WAR, AoC and PotBS…. it ranges from there, but as always a good discussion.  Looking forward to people’s thoughts.  Enjoy!

PS: iTunes reviews make for a happy Podcaster :)

Go listen, and give the man an iTunes review!


Quest pacing, and why killing boars is cool.

May 28, 2008

Being part of the blog community, and spending a decent (read: too much) amount of time reading other blogs, you pick up on trends and common rants. Having been around the MMO block since UO, I’ve also seen my fair share of MMO launches and the general response to them. No matter how similar or different two games may be, a few common themes from the player base generally pop up, and today I want to break down one of those, questing.

In many ways questing has evolved a great deal since UO. Actually since EQ, since the ‘quest’ in UO was to get from point A to point B without getting ganked. (best quest ever IMO) EQ was not quest driven like most of today’s game, but rather the quests were side tasks you attempted while making your way to the level cap. In comparison, in WoW 1-70 almost every mob you kill, or location you see, is due to a quest goal. It’s very rare to just wander out and kill stuff for the sake of killing, be it alone or with friends. Different games today have varying degree’s of ‘must quest’, but almost all of them place a much greater emphasis on quests than EQ or UO ever did. EVE stands out (as it usually does) as the exception here, because much like UO, it’s skill based rather than level based, but even EVE has a questing system that many players participate in.

Along with an increase in importance, the overall quantity of quests has increased dramatically in today’s MMOs, with many games today having more quests than one character can complete before out-leveling them. With this increase in quantity, you very often see a complaint about quality. ‘Too many kill x, collect y quests’ is something you hear and read about constantly, the most recent example being AoC. Before a serious amount of content was added to LoTRO, a common joke was that each area featured its own ‘kill boars’ quest, each time for a different piece of boar, the quests being almost identical with the only difference being the size or color of the boar. PoTBS at launch (and maybe still?) did a copy/paste job with their quests, as each starting area had the exact same set of quests, making creating an alt rather pointless.

All that said, I sometimes wonder what exactly DO people want from quests? Almost everyone skips the flavor text in the quests, no matter how well written, so a better story would be rather tough. Any kind of tricky ‘go find it’ quest gets Googled rather than attempted, or just skipped if the reward is deemed not worth it. Tough group quests are bashed for ‘forced grouping’, so we can’t have that. Travel quests are old news, and we want instant travel now anyway, right? Well we want instant travel while still maintaining a worldly feel, but that’s another topic. So that leaves us with our good buddy the kill quest. Simple, focused, generally short, it’s not hard to understand why the kill quest is the most common type of quest we see in MMOs.

But is the kill quest really that bad, even when it’s for boar parts or rat tails? And what the hell would we do if suddenly all MMOs removed all kill quests, what would fill that massive void? Meaningful travel! Kidding…

The fact is MMO’s are generally one big grind, broken down to many little grinds in order to bleed $15 a month out of us. We love the abuse. And while we bitch and moan about kill quests, the fact is we love them as well. We love killing something and seeing our little quest tracker go up by one, or opening up the loot window to pick up one more tail/hoof/eye. How cool is it when you have 4-5 quests all revolving around boar genocide, and with one mighty kill you progress all those quests at once. Exactly, it’s awesome. We are MMO gamers, we are sick, and little numbers going up does it for us. The more +1 we get, the better we feel.

The key to questing, as well as life itself, is variety. If you do the same thing day in, day out, it’s going to get boring and old, no matter what the activity. Good quest design is not about removing kill quests, but pacing them correctly. If I just devastated the local boar population, the last thing I want Mr. NPC to say is ‘go kill more boars’. But I’m very OK with killing them in step one, then finding some boar relic, and finally facing off against some uber boar to finish it all up. And while I’m doing all that, if I also have a quest to discover some boar shrine, which just happens to be along the way, bonus for me. Just be sure to mix it up in the next area a bit (but not too much, we are creatures of habit remember), and I’ll happily continue to grind away.


Too WoW-like, a positive or negative?

May 5, 2008

Tobold has a post up today questioning the wisdom of designing an MMO with features too similar to WoW, speaking specifically about Age of Conan. His point is that why would someone play something WoW-like when they could just play WoW, which has 3+ years of development and refining behind it, not to mention the overall high quality polish and design that made it a hit to begin with.

While a good point, it makes me wonder how far we have to get away from WoW in order to be ‘different enough’, and what exactly are we aiming for here. The bottom line of course is to have a game that’s fun to play, regardless of which design you follow. Whether you go PvE, PvP, a mix, or something entirely different, the game has to just be plain old fun in order to work. It’s a bit of the EVE Online theory, in that EVE nails almost every design-related issue spot on, yet for many it’s missing that key component that makes it fun to log on and play consistently. For many EVE is more fun to read about than to actually play, which says a lot about the game, in both a positive and negative way.

But back to the original question; how much different does an MMO need to be in order to compete, and what does compete actually mean? As fans, I think we get too caught up in the numbers, looking at WoW and saying ‘the next MMO has to get 10 million subs in order to beat WoW’, forgetting that WoW has ‘only’ 4 million or so subs in the US/EU, and that the other 6 million or so are in Asia, where the profit margin is far, far lower on a pre-account basis. So are current developers focusing on that magic 10 million subs number, or are they just looking to make a quality game with enough subs to make a profit? After all, any game that makes a profit is a success right? The servers stay up, new content is produced, the company makes money, players continue to enjoy a world they like, and everyone wins.

Moving away from the bean counter aspect of MMO development, let’s talk about what really counts; what do fans want. Recent releases show us that WoW-like games (LoTRO) do well, while games that try to break the mold seem to struggle (PoTBS, TR), and that future releases (AoC, WAR) seem to be moving away from their original ideas and seem to be going the WoW-like route.

Now the above paragraph contains a slew of over-simplifications, and counter arguments can be made for almost all points, but the overall view of the current MMO space holds true, for whatever reason.

And finally, it’s important to note that everyone will have a different opinion on what ‘too WoW-like’ means. For example, many people wrote off LoTRO because they viewed it as WoW set in Middle Earth. Yet for Aria and I, we are really enjoying LoTRO right now (and did before when we played at launch), even though we still play WoW. While LoTRO is indeed similar to WoW, its difference enough to be fun, and in many ways (combat speed, graphics, community) it feels/plays better for us. The best thing of course is we have both; we raid casually in WoW, and quest/level in LoTRO, but if we had to cut one out, it would be WoW right now, simply due to having already done most of it.

As anyone who reads this blog knows, I’m very excited for Warhammer Online, especially the PvP aspects. Am I worried that it will be too WoW-like to be fun? Not really. My one concern is that Mythic balances PvP on PvE and not PvP, but given Mythic’s track record and experience from DAoC, I doubt they will make that mistake, especially when WoW is giving them the perfect example of what a disaster PvP is with PvE balance, and what a hole that type of design puts you in. If WAR has WoW-like PvE elements, that will just be a plus in my book, as even PvP diehards like to take a PvE break once in a while.

With all that said, what’s my stance on the whole issue? Make a fun game that on day 1 is ready to go. If it’s WoW-like, it better have enough to separate itself and offer compelling reasons to play. It could be just one difference in design; if that change is good enough, people will play it. If it’s not very WoW-like, it better live up to the standard WoW set, as no amount of good ideas will allow fans to see past glaring errors, like fans did in the late 90s, early 2000.


Camping for a beta spot… no thanks.

April 25, 2008

Open beta does not mean what it use to in the MMO world. Back in the day, open beta for an MMO was not a big deal, and for the most part was quite similar to the most recent closed beta period. Generally all the die-hard followers of a game were already in beta, and going to open beta did not generate a flood of new players. Most importantly, open beta was still recognized as a beta, so things like bugs and missing functions were the norm. To be honest, back in the day the first few months of release were also a beta period, with bugs and crashes being common, but yea… Open beta was not looked as a marketing tool, but rather as a final stress test before going live.

Today open beta is much different, and this is mainly due to the growth of the MMO space and the amount of interest any major MMO builds before its release. Games like AoC and WAR have massive followings long before release, with hundreds of thousands of players following the progress of each game, all dying for a chance to play.

Closed beta today looks far more like the open betas of old, with more players just playing rather than actually testing, and with beta leaks become big business. The developers no long just put up one server with the whole world open and ask people to run around and test it, today they ‘focus test’ in stages, herding the beta testers from one area to another in order to gather the data they need. It’s a very defined and orderly process, watched closely by all parties involved.

But by far the biggest change to the entire process is the period of open beta itself. No longer any kind of test, open beta today is a marketing scheme to drum up interest and get hype to a boiling point right before boxes hit the shelves. Since the market has changed, so have the rules. The ‘beta’ part of open beta no longer applies, as most players today will judge what they see in open beta as if it were the actual game. If a game is broken or has key features missing, which at the open beta stage should be viewed as a huge issue anyway, players will react and respond, spreading negative word-of-mouth about the game, beta tag or not.

Developers need to be aware that they no longer cater to a niche market of the hardcore; gamers who accept bugs, server crashes, and imbalance as a part of MMO life. Today in order to reach the numbers some studios target, they must cater to the general public; the five minute attention span, one bug and I’m out gamer who has four other MMOs to fall back on should your game not deliver immediately and completely.

This brings me to the most recent ‘open beta’ with AoC. While AoC has done a decent enough job generating buzz, most view it as a ‘maybe’ product, especially given its M rating, it’s setting, and the rumored ‘twitch’ combat with a PvP basis. AoC is exactly the type of game that would greatly benefit from a flawless open beta, something that turns all those maybe feelings into buyers, and something that generates enough positive buzz to reach those that have looked past it. Unfortunately that’s just not the case.

For starters, my own personal feelings about AoC are very meh. The screen shots don’t impress me, nothing that I have read has really jumped out as a game breaker, and most of my ‘upcoming MMO’ attention has been focused on WAR, a game with a much stronger setting and developer pedigree. But since I already had a FilePlanet account, I figured I would give AoC a shot and try out the open beta, thinking maybe something about AoC will warrant dropping $50 on a box; only to find out that the open beta is not exactly ‘open’, even to those that have already paid for the FilePlanet account. FilePlanet has instead opted to release beta keys in waves on a first come first server basis. If the current wave is out, you have to wait until the next one opens, which happens at random during the day. AoC is basically asking us to ‘camp’ a website in order to ‘loot’ a beta key, an OPEN beta key. Now as much fun as camping a mob for hours/days is, I think we are well beyond that stage in MMO history, not to mention the fact that we are being asked to jump through these hoops for a game most already consider passing on. I’m guessing I’m not alone in the ‘one and done’ category here.

In addition to my brief but disappointing first experience related to AoC, we have the great reporting done by Keen and Graev. After reading their experience with AoC, it sounds like FilePlanet did me a favor and saved me however long it would take to download the 13gig beta. While they found some aspects of the game impressive, the general feeling I got from their site (which overall tends to have a glass half full take on most things) is that AoC has some serious issues, both in terms of bugs/balance and also with general design. When people comment that the PvP is broken during a PvP weekend, you have some issues.

It will be interesting to see what lessons are learned from the AoC beta experience. Tabula Rasa was crippled at release thanks in part to a poor showing in open beta, and is still trying to recover despite being a much better game now than it was back then. Pirate of the Burning Sea got a nice boost from positive open beta feedback, but then saw a crash a month or so after release when the shine wore off and the broken underbelly was exposed. The most famous open beta of course was the one for WoW, which played almost exactly like WoW did at release, and really generated a ton of positive buzz for the game (which already had a lot going for it, but open beta took that to a new level). It will be interesting to see how WAR handles open beta, considering the massive amount of interest for the game already. While a bad open beta might not cripple the game, an open beta on the polish level of WoW might catapult WAR and give it a fighting chance to hit the multi-million player level Mythic and EA are hoping for.


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