Stories
Slash Boxes
Comments

News for nerds, stuff that matters

Slashdot Log In

Log In

Create Account  |  Retrieve Password

Can Anyone Beat WoW?

Posted by Zonk on Thu Aug 31, 2006 11:51 AM
from the tough-crowd dept.
Next Generation is running an article penned by DFC Intelligence Analyst David Cole, exploring the overwhelming popularity of World of Warcraft. Coles asks Is It Possible to Surpass World of Warcraft? He explores the reasons behind WoW's success, and what it means for the market as a whole. From the article: "All of these factors point towards one conclusion: World of Warcraft's success, admirable as it may be, will be extremely difficult to duplicate. This will be bad news for all the frothy investors who are suddenly discovering the MMOG business model. In the new DFC Intelligence Online Game Market report we forecast revenue in the MMOG market to grow over 150% from 2006 to 2011. However, this doesn't account for all the investment money that is likely to be lost chasing after that revenue growth."
+ -
story
This discussion has been archived. No new comments can be posted.
The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
 Full
 Abbreviated
 Hidden
More
Loading... please wait.
  • by IflyRC (956454) on Thursday August 31 2006, @11:55AM (#16016946)
    to beat WoW is to cancel your account and start the arduous process of putting your life back together. Call the wife that left you and see if things can be worked out. Take your kids to a park and marvel at the sunshine - it's been a while since you've felt how warm it is. Apologize to all of those ex-coworkers that covered for you when you overslept from a late night raid or leveling. Look in the mirrow for the first time in months and decide you might need to shower and shave.
    • Re:The only way... (Score:5, Insightful)

      by legoburner (702695) on Thursday August 31 2006, @12:04PM (#16017024) Homepage Journal
      Indeed, didnt we learn from the cinematic masterpiece WarGames that the only way to win is not to play? :)
      • Re: (Score:3, Interesting)

        > Indeed, didnt we learn from the cinematic masterpiece WarGames that the only way to win is not to play? :)

        Apparently not. [everybody-dies.com]

          • by soft_guy (534437) on Thursday August 31 2006, @01:10PM (#16017542)
            I have to disagree. I find this game [rockstargames.com] to be extremely disturbing.
          • I find the idea of a game where you ruthlessly kill millions upon millions of innocent people with strategic nuclear weapons, no matter how abstracted and non-gory, far more repellent and sickening than any shit Rockstar Games has cranked out, ever.
            Really? I shudder to think how you'd feel if you were exposed to the true meaning of pong.
    • Re: (Score:3, Insightful)

      See, this got meta-moderated to 5, Funny.

      While it is funny, it's also the truth. When you quit WoW, at first it feels like you're giving up a part of you, but with time, you actually feel that sense of success that you never felt while playing. It's like quitting smoking. You never started smoking with a specific goal in mind, so there was is no 'end'. Quitting is the only way tou can beat smoking, drinking, drug addiction... etc.

      And some people say WoW isn't an addiction....
      • by Sycraft-fu (314770) on Thursday August 31 2006, @04:09PM (#16019238)
        I know that addicts can't conceive that everyone doesn't share their addiction, but it's true. Gambling and drinking are two good examples. Most people never get addicted to those things, and indeed just aren't wired in such a way that they will. They do them both when they want to, but they have no need to do them all the time. To an alcoholic, I'm sure it's hard to understand how it feels to not NEED to have another drink, but most people just don't.

        Well, same deal with WoW. There's plenty of people who play just for fun, and play on their own terms. I have a coworker who just now, after like 2 years of play, got his first level 60 character. HE just doesn't have time to play a whole lot, has a family and all and that takes priority.

        Even those of us that do play a lot aren't addicts simply because we do. Personally, I'm evaluating what I want to do in WoW. I enjoy raiding, but it's getting a little old. I'm trying to decide if I want to switch back over to a PvP server, or maybe just cancel my account and play other games. I don't feel any "need" to play WoW or meet some artificial goal, it's simply what I choose to spend a fair amount of my free time on because it entertains me. I suppose I could spend it watching TV, or knitting, or in a bar, or any of the other more "acceptable" activities but I like games so that's what I'll spend my time on. At this point, WoW is the one that gives me the most entertainment, though as I said, it's growing long in the tooth.

        So if you find yourself addicted to a game, unable to quit, having it interfere with your life, then that's not a good thing, but don't project that on to all others. There's plenty of us that can just play for fun, and leave when it's not any longer. WoW is my 4th MMORPG to date. It has lasted much longer than any others (9 months was the prior record with DAoC) but I doubt it'll last till next year. It doesn't force you to play it, you force yourself to play it.
    • I'm not sure if this should be modded +1 Insightful or +1 Depressing.
  • I Beat WoW! (Score:4, Insightful)

    by Aadain2001 (684036) on Thursday August 31 2006, @11:56AM (#16016956) Journal
    Yup, I beat my addiction to WoW. The day I pushed that cancel button was the day I was set free. So it is possible to beat WoW!
  • by Kawolski (939414) on Thursday August 31 2006, @11:58AM (#16016969)
    A quarter of the population of South Korea along would sign up. You'd get a minimum of 12 million subscribers and the return of Starcraft Breakfast Cereal.
  • by PFI_Optix (936301) on Thursday August 31 2006, @11:58AM (#16016974) Journal
    There will always be that one game that defines a genre. Doom was not the first FPS, but it was the FPS that made the genre a sensation. Command & Conquer did the same for RTS. WoW is just that defining game for MMORPGs; it built upon the pioneers and has reached that critical mass where MMOs stop being a niche genre and have become mainstream.

    The question is: do we really want a single dominant game in any genre?
    • by servognome (738846) on Thursday August 31 2006, @12:14PM (#16017095)
      There will always be that one game that defines a genre. Doom was not the first FPS, but it was the FPS that made the genre a sensation. Command & Conquer did the same for RTS. WoW is just that defining game for MMORPGs; it built upon the pioneers and has reached that critical mass where MMOs stop being a niche genre and have become mainstream.

      WoW was not the game that defined the MMORPG genre. EQ was the game that developed the critical mass for wide appeal to take that crown.
      It is more like StarCraft and Counterstrike... a game that has been refined to the point of wide lasting appeal.
      • Re: (Score:3, Interesting)

        WoW was not the game that defined the MMORPG genre. EQ was the game that developed the critical mass for wide appeal to take that crown. It is more like StarCraft and Counterstrike... a game that has been refined to the point of wide lasting appeal.

        I would suggest that subscription numbers disagree with your conclusion. At, what, 6...6.5 million subscribers currently, it pretty much means EQ is now only a pre-cursor to the true, defining game of this genre: World of Warcraft.

        If you mean "first of its k
        • by HoboMaster (639861) on Thursday August 31 2006, @02:16PM (#16018075)
          UO == Warcraft I (The first real one)
          EQ == Warcraft II (The one that set the standard for the genre)
          WoW == Starcraft (The one that basically perfected the genre)
        • Re: (Score:3, Interesting)

          Muds defined the general area.
          Everquest defined the visual mud.

          Wow was the first to hit the right balance of difficulty- Everquest drove away millions of customers through their hardcore attitudes. They would have BEEN Wow if not for Brad and "the vision". And then after it was all over, they sold out to being an easy game after all (still *way* harder than WoW but no longer pure in the same way EQ was back in 2002).

          Wow was hard AND easy enough to be fun. And WoW didn't require being in a 72 person raidi
    • by TheAxeMaster (762000) on Thursday August 31 2006, @12:28PM (#16017207)
      like WoW does. If you had said Warcraft 5 years ago, how many people would know what you were talking about? Lots. They already had the brand recognition and that sold a lot of copies for them right there. I think the next big MMO you'll see will also be built off of another franchise game (and NOT starcraft!). DDO's only real attribute is because it has D&D in the name. That sold it to a lot of people right off the bat, even though it is just enough D&D to be confusing to newcomers and not enough for a lot of fans of D&D to like playing it. Most of the other MMO's you see out there don't have that recognition (puzzle pirates, eve, guild wars, etc.) and an MMO is a hard place to build brand recognition these days.
       
      Watch for a big name title to go MMO...
      • There's no point in me, as a user, leaving Wow to play a game that is almost as good -- i have too much invested in my Wow character(s).

        Would you rather have a game that had all of the depth as WoW, perhaps even more story, but didn't have the singular character advancement? One more focused on the progression of the story and environment of the world, and not the player? A game such as that might be doomed to failure since the user has less to identify with in the game, so there is nothing that actually ties the user to the game. I don't know which way is better, I'm just curious as to your opinion. It seems by your port that you'd be more likely to part with it.

        I ask because it seems that some people avoid WoW on purpose because it is requires such an investment of energy to play, despite the fact that it is no doubt fun. Personally, that's why I avoid it, but I might play a game that doesn't make me build up mountains of a character's skills and attributes.

      • Re: (Score:3, Interesting)

        It's not hard to see something beating WoW. Look at it this way, with FPS's, there was Doom, then Quake, Quake2 and everyone kneeled to the alter of id. Then along came Half-Life, and the FPS arena went there. Now there are some decent contenders, Unreal, FarCry, HL2, and Q4. None currently have retaken the FPS crown, but something will shake out sometime soon.

        In the MMOG arena, first you had MUD's, remember them? Then there were a couple of graphical MUD's, then EQ, which was the bee's knees. EQ ruled. Ult
        • um no (Score:4, Informative)

          by crabpeople (720852) on Thursday August 31 2006, @02:18PM (#16018097) Journal
          "Then there were a couple of graphical MUD's, then EQ, which was the bee's knees. EQ ruled. Ultima Online and Asheron's Call broke after, and developed major followings"

          UO [wikipedia.org] - Released on September 30, 1997, by Origin Systems.

          EQ [wikipedia.org] - EverQuest (EQ) is a 3D fantasy massively multiplayer online role-playing game (MMORPG) that was released on March 16, 1999

          I will not have your revisionist history. UO pioneered the genre.

  • Is it possible? (Score:5, Interesting)

    by Red Flayer (890720) on Thursday August 31 2006, @12:00PM (#16016991) Journal
    No, that's why they made a level cap.

    All joking aside, WoW will not be beaten... in this generation. In any emergent industry based on non-commodity goods, the first player to hit mainstream success will be the benchmark that all others fail to meet. After the first product goes mainstream, competition increases and even an increasing market has too many players for any one to achieve the saturation of the first one.

    Now, if the whole MMOG industry was to die down, it's quite possible that someone new could come in and create a renaissance where they could dominate a larger market than existed during the previous incarnation... like Nintendo did after the video game industry 'died' in the early 80s.

    However, I don't think the MMOG industry is going anywhere anytime soon. It's natural outgrowth of the online socializing that today's youth has grown up with -- I expect more variety, but don't see any shrinkage for quite a long time.
    • Re:Is it possible? (Score:4, Insightful)

      by ultranova (717540) on Thursday August 31 2006, @12:30PM (#16017224)

      However, I don't think the MMOG industry is going anywhere anytime soon. It's natural outgrowth of the online socializing that today's youth has grown up with -- I expect more variety, but don't see any shrinkage for quite a long time.

      But online chat isn't an industry. Or did you pay to chat in IRC or with an instant messenger ?

      Online gaming is here to stay. However, in order for it to stay an industry, it must make money. Currently this is easily done, since the games require centralized servers and this in turn leads naturally to such things as monthly fees. But what if the underlaying technology was to change ?

      The system is currently basically the old central mainframe / dumb terminal -setup. The servers take care of all the processing, and the client program just reads user input and gives output. A glorified MUD. Unfortunately, it is not scalable.

      The number of simultaneous players is rising constantly, and the server size can't be increased forever. So, in time, more and more of the actual processing needs to be offloaded to the client machines. The main problem is that the server needs to prevent cheating somehow; the easiest ways of doing this include using DRM or simply offloading the task to several clients at once and comparing the results. Eventually this system would resemble the Napster of old, where all the actual interesting things were on people's computers, and the servers basically just coordinated the whole thing. At this point people would propably also connect directly to each other to decrease lag.

      So, what happens when someone introduces the Gnutella of MMORPGs ? A system which doesn't need a central server to function. The players would run "servents", each of which would not only provide the user interface but also run a tiny area of the gameworld. Walk to the edge of the current area, and your servent connects to another servent. Enough people concentrate to an area, and the servent running divides parts of it to nearby ones; an area is empty enough, and the servent asks other servents for more areas to run.

      Such an MMORPG would have no need for monthly fees. It's running costs would be divided between its players in their electrical and bandwidth bills. It would mean the end of the industry, not because MMORPGs themselves became unpopular, but because the model of monthly fees would be unmaintainable - you don't need a central server to play, so you don't need to pay anyone to run one either.

      Of course content makers would stand to make a killing selling cool new models, but that's how it should be. And of course this MMORPG with no central controlling entity would likely have some rather unwholesome areas, but then again, that's how it should be, IMHO :).

  • WOW Success (Score:5, Interesting)

    by DaWeaves98 (998918) on Thursday August 31 2006, @12:00PM (#16016996)
    It will be incredibly difficult to reproduce the success of WOW for a number of reasons. The main being that WOW is incredibly accessible to gamers of all skill levels. Having played many different MMORPG's WOW was easily the easiest to pick up and run with. Other games have an incredibly steep learning curve and to the casual gamer are turned off. With WOW you can jump right in and get to doing quests without having to go through the tedium of starting off so weak you can't do anything. Additionally, Blizzard has been incredibly successful with almost every game they have released. I'm hard pressed to find a Blizzard title that wasn't both a commercial and critical success, with the exception of the long-anticipated, maybe to eventually be released Starcraft: Ghost. Additionally, from my experience WOW is the only MMORPG you can play for short periods at a time. If you have a half hour you can jump into WOW and actually accomplish something. Other games, they require large chunks of your life to achieve a modest level of success. I'm not saying that the other games are bad, because they are by no means, but they are not as accessible to the casual gamer as WOW is. WOW definately isn't perfect, what with the lack of overall storyline, but in terms of quick fun it beats the others hands down.
  • by garylian (870843) on Thursday August 31 2006, @12:03PM (#16017018)
    In about 2-5 years, WoW will start to fizzle out as people grow up and away from the game. As well, improvements in computer hardware, GPUs in particular, will start to make the cheesy character graphics that WoW uses seem old.

    Games run their course. Blizzard has been really lax in adding new content, and fixing bugs. If they are going to average a major update once every 2 years, customers will start to leave for other games.

    While it may be a long time before anyone beats the subscription numbers that WoW currently boasts, as more people get broadband and more people start having better systems, the MMO market can handle more people.

    But it won't happen for a few years. As much as I am looking forward to Vanguard: Saga of Heroes, it won't challenge WoW for numbers. And nothing else in the works that has been talked about is really lighting any major fires. And even Eve's slow but steady growth will only go so far, as it's a game of Haves and Have Nots, and new players are mostly Nots.
    • by Llywelyn (531070) on Thursday August 31 2006, @02:51PM (#16018393) Homepage
      >"And even Eve's slow but steady growth will only go so far, as it's a game of Haves and Have
      >Nots, and new players are mostly Nots."

      This is only partly true.

      First, the upper tiers of skill training take a long time. So, for example, getting to the point where you have a 20% bonus in Engineering takes only a fraction of the time it takes to get to a 25%

      What this means is that someone who invests a lot more time in it will only generate a slightly better character.

      Second, tactics and numbers beat raw points. Give me a dozen or so people who have been playing less than a month, give them the right mix of easy to get skills, and we'll go all evening taking down battleships, force recon ships, etc with barely in losses. Sure, they won't beat a force of equal numbers flying interceptors or anything funny like that, but they can decline engagements they can't win and will just cause a massive amount of damage relative to the total number of skill points in the group.

      Skills and 1337 eq aren't everything.
  • New genre? (Score:3, Interesting)

    by i_should_be_working (720372) on Thursday August 31 2006, @12:03PM (#16017019)
    Can't someone (possibly Blizzard) just do the same thing again, but in space, a la Starcraft? I don't know about others, but I for one greatly favour sci-fi over fantasy. Dammit Phantasy Star Universe, where are you?!?

    Also, didn't anybody say the same thing about FFXI? I would guess that people will eventually get bored with WoW just like they did with FFXI and look for the next big thing.
  • by antialias02 (997199) on Thursday August 31 2006, @12:03PM (#16017023)
    The only thing I can see beating WoW in terms of MMO Competition is if a number other high-quality games enter the market and drop their price point and subscription fees. It's really Blizzard's to lose. If they release a string of bad patches, quit putting out expansions, the like, and people hit 60 (or 70) and lose interest, they'll flock to Eve, Lineage, Guild Wars, CoH, and others.
  • Then buy in at the IPO level.
  • Possible strategy (Score:3, Insightful)

    by smbarbour (893880) on Thursday August 31 2006, @12:06PM (#16017039)
    Since most players are unwilling to play more than one MMO on a regular basis, the trick is to entice players to leave WoW and play your game. The trick is to find the "hook" necessary to do just that. I would propose to offer a contest to give away free lifetime accounts to a significant number of people. By doing this, you can get an initial playerbase that can entice their friends to come to the new game. One of the biggest draws to MMOs (for me at least, although I'm not a WoW player) is the social environment from playing games with friends (whether in real-life, or just in-game).

    Of course, the game does need to be worth playing in order to entice anyone away from another MMO
  • Popularity (Score:3, Interesting)

    by lymond01 (314120) on Thursday August 31 2006, @12:06PM (#16017043)
    My opinion is that World of Warcraft's popularity is due to its original base in the hugely popular Warcraft series of games. Without that, it would be just another EQ clone like the rest of the games. For 3 million people, the name Warcraft introduced them to the MMORPG, something a new title like Everquest or Dark Age of Camelot wouldn't do. Would Spiderman the movie have been nearly as popular if it was called "Webman" and was loosely based off of Spider-man? I'd say not.
  • It can be done (Score:5, Interesting)

    by portwojc (201398) on Thursday August 31 2006, @12:09PM (#16017066) Homepage
    Star Wars Galaxies could have done it but they were too busy reinventing the game every 4 months.

    StarGate can do it if it's done right. They have the brand name. They just got to remember this is a MMORPG and there needs to be more than one way to succeed in the game. If they can break this cycle that you have to always fight something to advance they'll win over big. That's what Star Wars had. Docs, dancers, musicians, and artisans could do what they liked doing and succeed.

    Believe it or not some people just liked standing around chatting.
  • It's interesting to note that nearly all the positive points from this article correspond to the generally perceived decline in game quality in the past few years.

    For instance the MMO that gives acceptable rewards for soloing sees a good deal of its playerbase at max level relatively quickly. This impacts the long-standing belief touted by casual gamers (the main audience of WoW) that the journey is the fun part, and the end game item hoarding and raiding is boring. Also it leverages the HUGE userbase tha

  • WoW will be beat, but not by something that does what it does better. Instead it will be bested by something everyone hasn't seen before. I'm not talking about a new type of game, but some kind of evolution of the MMOG that someone is probably working on right now. That said, WoW is probably the ultimate within the MMOG model as it currently exists, but nothing lasts forever . . .
    • ".. some kind of evolution of the MMOG that someone is probably working on right now."

      Crap! I KNEW there was something I was suopposed to be doing instead of playing WoW!
  • Looking Back (Score:5, Insightful)

    by Deluxe_247 (743837) on Thursday August 31 2006, @12:16PM (#16017115)
    ..at all the time I wasted playing WoW brings a tear to my eye. I neglected my loving wife, my friends, I would occasionally skip work, school, or other activities just so i could 'raid.' That's the worst part about that game. It hooks you with the ease of leveling and the fact that you CAN level on your own. You don't need to be in a giant group to gain experience (a la FFXI).. The questing system is intuitive and enjoyable, the storyline is great wether you played the original Warcraft installments or not.

    The game was successful because everyone wanted a 'casual friendly' game to play - and that's exactly what it *WAS*. But once everyone reached 60 and the developers lollygagged their way to the first expansion (after what? 2 years? 3? I can't even remember how long the game has been out thanks to being locked in a cold room full of empty coke bottles and a broken '2' key for Sinister Striking!)

    Once you hit that top level and started raiding, it became a horrible addiction. The only way to see real character advancement is through new gear, and the GOOD STUFF (as all crack heads want!) is only available via raiding A LOT. I went from a happy casual player to a 5 day a week 'second full time job' player.

    I don't think another game will have that much success anytime soon - im sure it's possible.. but I also think that the hayday of WoW is going to slowly come to an end. I don't know if their numbers are still going up or not, but im sure as more and more new games will be released that will slowly steal games from WoW... Blizzard might try to hold onto the throne with World of Starcraft or World of Diablo or basically just rehashing WoW with one of their other brands to keep it 'fresh', but eventually even they will bow down eventually.

    Besides... WoW is in a whole new 'era' of gaming IMO. 20 years ago a fun game was playing cards after dinner with your parents (maybe a few more years than 20...whatever) The point is that as technology continues to develop and becomes accepted, more and more people jump 'on the wagon', and thats just part of what the gaming community is seeing today. Is it that WoW just happened to be 'the right game at the right time', or will it be looked at years from now as 'one of the first good games in the 'Gamers-Generation.' (I know that sounds a bit silly but hopefully you understand my point.)

    Disclaimer: I fall upon my rights as an american to post this message without using spellcheck. Thanks!
  • I sure hope so... (Score:4, Interesting)

    by le0p (932717) * on Thursday August 31 2006, @12:19PM (#16017138)
    First off, this article seems to have been written by someone who played two MMO's: Everquest and WoW. Most of the "revolutionary" features of WoW were present in other MMO's (instances, battlegrounds, solo centered play) previous to WoW's existence. Some were done worse, but I'd bet some were done better as well. While WoW is an international success, in my opinion, it's an average MMO. I've played my share of the genre and beta'd a few that never made it as well, and I found WoW to be technically sound but overall pretty sterile. I was bored enough to cancel pretty quickly and even tried to return with some friends thinking that would help, but alas it was not meant to be. If it works for you, that's cool, but I disagree with anyone that calls it the be all end all of MMO's. It's not THAT great.

    What I do like about WoW is the quality, it seems minimally buggy in comparison to most MMO's (except for the Blizzard servers after release). This is so important and it's a problem in so many of the games in this genre.

    If another MMO comes out with the same quality control and a well known license attached, you'll see a split in the user base. The casual players will stick around mostly (as will some of the hardcore fanboys) but a new challenge is something an MMO addict can't pass up.
  • Convinced (Score:4, Interesting)

    by daeg (828071) on Thursday August 31 2006, @12:21PM (#16017158)
    I'm convinced that a lot of WoW's appeal is the color and graphics style. There are many other MMOs out at the moment but most of them have graphics more seated in reality. Unfortunately, it seems that many game artists are not capable of working with earth tones very well and most of the graphics end up washed out and grey. EQ2 is a prime example of graphics-gone-wrong. EQ2 had a lot going for it, actually... the crafting system was pretty damn innovative and was a throwback to UO (post-T2A) where your skill directly impacted the quality of your goods. You couldn't get away with a blacksmithing mule without putting a lot of effort into it. Contrast that skill and time-based system to WoW's crafting system where any dumbass that gets 300 Alchemy can transmute Arcanite every 2 days just as well as you can. A lot of other games tend to have similar graphics problems (Note: part of this is hardware limitations. With a more cartoon graphics style, you can get away with a limited number of polygons and colors. Realistic graphics need heavy shading and heavy textures to make it look good.)

    I think for a game to beat WoW they will have to trump graphics and remain simple. Let the casual user have an easy game but make it complex enough for those that want complexity. WoW has done this fairly well. Anyone can get to 60, but a true game fan can find and adventure for specific equipment items and specific stats. A fanatic fan can break the game down into math and figure out exactly how much his DPS (damage per second) would increase if he got a certain item or certain enchant. But you don't have to do that.

    Customization is a big (HUGE) key that WoW has completely missed. You cannot create a community in WoW beyond a guild. Again going back to UO.. that was a great feature, albiet implemented very poorly at times and the implementation/security of it varied greatly every content update. If you wanted to, you and some friends could build a small town out of user-purchased homes, complete with NPC vendors that you controlled. Second Life has huge customization features but is lacking graphics, intuitive UI, and just doesn't have the appeal that most games do.
  • Faulty Analysis (Score:3, Interesting)

    by 99BottlesOfBeerInMyF (813746) on Thursday August 31 2006, @12:22PM (#16017169)

    All of these factors point towards one conclusion: World of Warcraft's success, admirable as it may be, will be extremely difficult to duplicate.

    In five years does anyone doubt that most people will be playing a game with better graphics than WoW, even if it is WoW II? The social component of MMORPGs makes it more likely, not less that gamers will flock to one particular game among the offerings they have. The question then becomes, how do I make my offering the next king kong of MMORPGs?

    Gameplay is one key. It has to be fun and it has to be addictive in order to build and maintain sufficient body count. Accessibility is another key. It needs to run on Macs and PCs and ideally on Linux. You can't afford to exclude 5% of the market, because that 5% will contain some of the hub people that will draw in others. If 1 person can't play a game, 20 might stay on a game their friend can play too. Those 20, make up some of the mass needed to be a blockbuster. The barrier to entry cannot be too high. Initial cost cannot lockout the bottom half of the market, and it has to run on the average machine, not just top of the line. A free trial is a big plus as it gives people a free way to get hooked, just like crack.

    Aside from graphics, and more refined gameplay, there are a lot of things a new MMORPG can bring to the table. One is more diversity and another is standardization. This may seem contradictory, but hear me out. If a company puts out a game that works with open standard modules, then multiple companies can create and sell those modules for it. Buy access to different fantasy settings, cyberpunk, world war 2, etc. This allows for the maximum diversity of gameplay with the minimum barrier to entry. Since it would almost certainly rely upon one or more standard gaming engines, it would also remove a lot of the work that goes into building one from scratch.

    I've advocated this as an open source project, but have not heard many people enthusiastic about it. It is, however, a perfect fit for the OSS business model since content and the service are not tied to the code and are what people are willing to pay for. I think if someone creates the Apache of MMORPG engines, they will be a rich person with a huge reputation that will allow them to cherry pick work from then on.

    Open Source or not, however, a single, service or game is almost certain to be a magnet to gamers, like WoW is today. It is part of the nature of the social network, which is a huge component of MMORPGs today.

  • by Grimwiz (28623) on Thursday August 31 2006, @12:55PM (#16017423) Homepage
    I played everquest for years. If it weren't for mismanagement of Everquest we would be shaking our heads and wondering how a single MMORPG could dominate the market for 6 years. However, the gorilla on the block since 2005 is now WOW though I suspect it is starting to suffer the same problems. I hope sanity returns and they avoid EQ's fate.

    The reasons I left EQ (and why WoW may not avoid these problems) were...

        1. The game was so hard you cannot meaningfully accomplish things solo once you're high (e.g. 60th+ level). As a casual player who does not spend a long time online in one session I spent a large percentage of my time looking for a group. I even arranged a second subscription so that I would have two characters whilst I was soloing. Wow was therefore more accessible because you can solo meaningfully and it also halved my subscription costs. However, both systems are designed so that the greatest rewards are only achievable by massive multiplayer effort. and at that point, all the players who have real lives drop out.

        2. Very few pieces of software are perfect, with a MMORPG this sometimes requires human intervention. The customer support at SOE was appalling. GMs sometimes abused their powers and if you had a problem you sometimes had to wait days for resolution. WoW support used to be fairly good and prompt, but I've noticed a drop in quality over the months.
    Over time, it looks like the WoW software has got more buggy to the point where I suspect EQ has the upper hand now. If you've got 40 people who spend hours trying to achieve a goal and all wipe because of lag (for example) then they're going to be fed up.

        3. Even though the area to explore was huge, (and I'd explored for almost 4 years), I had only visited maybe 50% of the regions that were available. A lot of the new regions required quarterly expansions costing about $45. Every time an expansion comes out you are reminded that you're paying a subscription AND you're being asked to pay for the expansion. Blizzard had been very good at improving WoW for the standard subscription and I dont begrudge them an expansion every 18 months or to, but Sony's 3 monthly expansions to add broken content drive people away.

        4. It became obvious that some mechanisms in EQ were overt time sinks (e.g. some people waited days for certain creatures to appear), now, obviously, the whole idea of a game is to be an entertaining time sink, but you're supposed to be enjoying yourself whilst doing it. WoW has a few irritating time wasters, such as flight paths but generally its a lot better.

    So in summary, Sony destroyed Everquest's dominance of the MMORPG market by offering poor support for buggy software and charging lots of money for it whilst only a few hardcore players got bragging rights over their leet characters (at the cost of family, jobs and sleep). I can see a few faint shadows of this disease on WoW, and hope it won't get worse.

    If someone wants to make a killer MMORPG then listen to the majority of players, not the vocal hardcore. Allow people to stop and attend to real life. Listen to them when they've got a problem and fix it as a priority before working on something shiny, new and broken. Let them play the game as fast or as slow as they like, so they can socialise or be a tourist. I'd love to play a casual wow-type game in the Everquest world, there were so many cool areas, monsters and quests that I miss.
  • by rabbot (740825) on Thursday August 31 2006, @01:01PM (#16017466)
    I think WoW was good for one thing. It got people who never heard of MMO's, or people who were afraid to try the more hardcore MMO's to "get their feet wet".

    It's not necessarily something that future MMO's should draw from. Of course there will be WoW clones, but I think all of the companies will benefit from the success of WoW.

    You'll see people start with WoW and find that they need more depth and challenge. Games like FFXI, Everquest, and the soon to come Vanguard will all benefit from the influx of gamers into the genre.

    I don't think WoW will be "beaten". It will co-exist with all the other MMO's, and everyone will benefit from WoW's ability to attract the casual gamer.
  • is to, oops, got to go. Raid.

    thxbye
  • by kinglink (195330) on Thursday August 31 2006, @01:37PM (#16017756)
    Let's look at this rationally, Wow isn't just a great game it's a phenomonial game. Just like EverQuest wasn't a great game it was a phenomonial game when it first came out. It's like Super Mario Brothers 3, best selling game ever. But is it beatable?

    Well to beat WoW you need to approach it the same way. Take a well built world that has been seen in multiple games that everyone knows and loves, something like Mario or Zelda (note Final Fantasy doesn't have the same world so it doesn't work the same way) Make it identifiable but playable, allow the players to play any of the major races, Invent a couple new ones and you should have WoW.

    The problem is no one has a game that was as popular as Warcraft available for this quite yet. And those that do arn't willing to go to MMORPG. Mario and Zelda will never be MMORPG if there's a god in heaven. Stuff like Command and Conquer doesn't have the races to go along. GAmes like Final Fantasy doesn't have a viable world.

    The problem really comes in when games try to be so different it hurts. Star wars galaxies anyone? If there was a game world that could be better than WoW it would be Star wars, but there's not enough developer items. LOTR is coming soon but isn't sounding like a strong contender. Star trek could work, Ender's game would be fun but too obscure.

    The problem is for something like WoW you need to have Devs who've created successful games in the world, interest in going into MMORPG, and the patience and money to really create solid beta, Just paying a company money to make a MMORPG won't work because they might not work with the source material, they might not have enough time, they might just not understand the material (Scarface? The main character is going to get up from the ending, so the whole moral is gone and it's a stupid run and gun). WoW will be beaten, but probably not for another 4-5 years. But that's ok. That's actually the way MMORPGS work. They have very long life times but it also takes a long time to create a successful one.
  • by dave562 (969951) on Thursday August 31 2006, @01:41PM (#16017788) Journal
    I can honestly say that WoW has one thing going for it that I have NEVER seen in any other game. There are ATTRACTIVE women who play the game. There is something about the fantasy genre that draws attractive women to it. Just take a look at LotR. Being a fantasy geek has gone mainstream and gained acceptance. Blizzard pretty much has a lock on the fantasy MMO with WoW. There aren't any other genres out there that will have a similar draw across so many segments of the population.

    I personally think that the world of Shadowrun could come close and compete with WoW because of it's blend of fantasy and cyberpunk. The two big limiting factors on Shadowrun are A) Microsoft holds the IP license and B) there isn't enough hardware power to populate an entire city for thousands of players to run around in at the same time. But in terms of the content possibility (criminals vs cops, the lower class vs the evil corporations, magic, matrix, etc), you can't really beat the potential of the Shadowrun universe. You can have soloing in the world, then you can have instances as runs against corporations. Most importantly, the Shadowrun universe doesn't lend itself to the gear grind like WoW does. The playing field remains pretty level throughout the character advancement process. You don't gain more hitpoints and mana as you advance. It just becomes less likely that you will lose them as quickly. One of the big limiting factors I see to doing Shadowrun "right" would be the adult oriented nature of the game. I'm not sure how many parents who fork over $15 a month for Johnny to fight orcs and trolls are going to be happy with Johnny running drugs for the mob and killing the family of corporate whistleblowers.