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Beating WoW At Its Own Game
Posted by
Zonk
on Mon May 07, 2007 09:49 AM
from the shadow-of-the-collossus dept.
from the shadow-of-the-collossus dept.
The BBC has up a short piece on the hopes of game developers and investors to 'beat World of Warcraft'. Representatives for the upcoming Age of Conan, recently-released Lord of the Rings Online, and Star Wars Galaxies all discuss what it's like competing in a post-WoW world. Funcom game director Gaute Godoger has a point when he says, "The industry so needs competition to World of Warcraft ... We need other strong games that can make people understand that there's more to it than WoW." The article discusses some of the features each of these games offer that differ from WoW, and theorizes a bit on where the MMOG genre will go next.
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No first post (Score:5, Funny)
(http://www.tanningbeds4less.com/ | Last Journal: Sunday November 05 2006, @07:23AM)
Re:No first post (Score:4, Insightful)
(http://ronanian.googlepages.com/ | Last Journal: Wednesday August 15, @04:54PM)
Links about WoW addiction:
http://games.groups.yahoo.com/group/WOW_widow [yahoo.com]
http://soulkerfuffle.blogspot.com/2006/10/view-fr
http://wowdetox.com/ [wowdetox.com]
http://wowrecovery.com/ [wowrecovery.com]
http://deletewow.com/ [deletewow.com]
One out of many particularly sad stories: http://www.wowdetox.com/view.php?number=13640 [wowdetox.com]
Re:No first post (Score:5, Insightful)
Perhaps the real point here is, "people who have problems with addiction shouldn't engage in behaviors that can, *for some people*, be addicting"?
I mean, comeon, I like a self-reinforcing, carrot-stick game well enough, but lately I can't get around to playing it. The game (or any game) on its own isn't nefarious. But, I suppose we have to villianize it *somehow*, right?
Re:No first post (Score:5, Insightful)
But in the end it still came down to a decision, and as much as we would like it to be otherwise, we are faced with the reality that we are responsible for our actions regardless of the factors that influenced the decision. You can be predisposed to being fat, but it does not excuse you in the eyes of society. When it really comes down to it, gun to the head, people will see bodyfat as a reflection on that person's character. Whether or not the circumstances are "fair" doesn't make much of a difference.
An alcoholic can blame alcohol all he or she wants, but the responsibility will sit with the alcoholic for their actions. And it's their prerogative to make the right decisions and accept the consequences. It may seem harsh, but I do prefer it over the alternative, where decisions are made for me by someone else.
Re:No first post (Score:4, Interesting)
Re:No first post (Score:5, Insightful)
No, WoW did not destroy your marriage. It didn't show up and sleep with your wife. You and your wife's inability to deal with problems in your marriage destroyed it. It's not nefarious, it's a game that millions (literally) play without it messing up their lives.
In short, "save it for Livejournal".
Re:No first post (Score:4, Funny)
(http://kill-9.hobbiton.org/)
i don't like that logic, it makes it sound like it's my fault... i much prefer arguments that leave me blameless and say that there is nothing wrong with me.
Re:No first post (Score:4, Funny)
You might want to cancel the 3.4.10 patch. That's all I'm going to say.
Do some research (Score:5, Interesting)
Yes, I rant, but being an avid fan of SWG before the Combat Upgrade, I can tell you that SWG is no longer the game it was. And then it was beaten while it was down with the New Game Experience which turned it into an action game instead of an RPG. Poor SOE, if you want to release a new RPG, do it. Don't replace what people were playing with something else, ESPECIALLY if they are paying a subscription.
SWG one of the first MMOs? (Score:2, Insightful)
(http://slashdot.org/)
Hmmm... didn't SW:G come out after Dark Age of Camelot which was a nice MMO that was based around the concept of "Do Everquest but make it fun"?
Maybe the SW:G team could have spent some time with the Everquest team to help them avoid making the exact same missteps?
Reps for Star wars galaxies ? WHAT are they just (Score:1, Troll)
(http://www.webgeekworld.com/ | Last Journal: Thursday April 27 2006, @07:47AM)
go fuck yourselves off in some remote location please. If you have "reps" from swg "discussing" shit, and if these are sony people, not only your article, but its writers, you, deserve it.
Some suggestions (Score:5, Insightful)
(http://www.pobox.com/~meta/ | Last Journal: Sunday February 29 2004, @09:19AM)
1. Either make me pay a monthly fee, or make me pay for the client, not both. Charging for both makes it seem like you're not convinced I'll want to keep playing. By all means have a CD distributed in stores at a price that covers costs; it's just the phenomenon of paying $50 for the chance to pay another $10 that doesn't make sense.
2. If you can't make the client free, make it transferable, so I can sell it if I decide I don't want to keep playing. There's no way I'm going to spend $50 on a game I may not even like, if I can't resell it to get back some of the cash.
3. Include Mac and Linux. I don't run Windows and won't run Windows. There are millions of us, and we have very few MMORPG choices right now, so it's an easier niche for you to get into than the more saturated Windows market.
4. Make it possible to play the entire game in cooperative mode. I have zero interest in deathmatches.
5. I prefer SF to fantasy, yet most RPGs are fantasy. I guess it's easier to artificially limit the players and work around plot issues when you have magic around and a lack of fast long distance transport and communication technologies.
6. Don't riddle the game with spyware and have an abusive EULA. Yeah, WoW got away with it, but that's no excuse.
7. Don't require bleeding-edge hardware. My next machine is probably going to be a laptop with Intel graphics.
Generally, the idea I'm presenting is to try and go for the potential players who are not being served at all by the current online gaming market, rather than to compete to steal customers who already have a choice of a half dozen games they could be playing. You know, try to be the Wii rather than the PS3.
Re:Some suggestions (Score:5, Insightful)
Re:Some suggestions (Score:5, Informative)
3 - If there actually were millions of Linux using MMOGers out there, they'd make a client. But there aren't (not trying to troll, just being realistic). Cedega/Wine has several MMOs running as a secondary option.
4 - I don't remember ever playing any form of deathmatch(pvp?) in any MMOG. PvE is the focus of most MMOGs. PvP is usually a side game you can participate in if you choose.
5 - Are you saying that warp drives and ansibles are somehow more realistic than a teleportation spell? There are plenty of Sci-Fi based MMOGs...SWG, AO, EVE, TMO, etc.
6 - I think WoW is the only one to ever actually do it. Are there MMOs with tons of spyware all over?
7 - I've played several MMOs on my crappy laptop with Intel Graphics, including WoW and EQ, among others.
The Linux gaming market (Score:4, Interesting)
(http://skippus.blogspot.com/ | Last Journal: Sunday June 19 2005, @07:25AM)
I won't lie, the Linux and Mac gaming market just isn't there in force yet. However, I don't look at this as a hindrance to entering the market; I look at it as an opportunity.
Linux and MacOS is growing. Especially with Microsoft's feeble latest attempt at an operating system, I think that more and more people will be looking at it as a viable home computing platform. Those people are going to want games. There just aren't that many available yet, especially in the MMORPG market.
If I were an MMORPG developer, I'd be jumping on this chance. I'd use as many cross-platform libraries as I could, and that would be one of my major selling points: Whether you're using Windows, MacOS, or Linux, you can play our game. You might make a mediocre dent in the Windows market, probably trailing behind the 800 pound gorilla of WoW. But you would virtually own the MacOS and Linux market for these types of games.
As those markets continue to grow, so does your game, and the market for Windows-only games shrinks. Even Windows users may start preferring it because they can play with their friends who are using Macs and Linux boxes, not just the ones who are beholden to Uncle Bill. Also, as a development company, you gain experience at developing cross-platform games, so the games you come out with in the future will likely be better than other's who are playing catch-up to the new world of multiple OS's out there.
Personally, I think developing games only for Windows is a really bad business gamble. You're basically betting your financial future on Macs and Linux not gaining any market share in the future. I think that's extremely short-sighted.
Oh, and just as an added note, don't forget that in the case of an MMORPG, we're not talking about developing the whole game for multiple platforms, only the client. The primary function of these clients is simply to display graphical representations of network data efficiently and prettily to the user. A very powerful and popular cross-platform graphics library already exists (OpenGL) that will handle the lion's share of this work. In my opinion, if you're a graphics application developer and you're not using it, you're being pretty stupid. As for the back-end server software, unless you plan on selling it or otherwise distributing it, you're free to lock yourself into whatever platform strikes your fancy.
Re:Some suggestions (Score:5, Informative)
(http://slashdot.org/)
1. I think it's fairly obvious now that the retail box is to pay for the time and effort of developing the client and the monthly fees are to cover bandwith and server maintenance.
2. Allowing you to sell your account leads to the sale of high level accounts which denies them money for having that same player buy the box new and level on his own.
3. More than a few MMOs these days do have a Mac client. Plus if you're die-hard against Windows Cedega supports quite a number of MMOs as well.
4. I've played a few MMOs and with the exception of Guild Wars none of them focused on PvP
5. Yeah there's really not a whole lot they can do about that. Most RPGs in the non-computerized world are fantasy as well. Just the nature of the beast. That said look into Hellgate:London coming soon.
6. Spyware? I assume you're referring to the WoW check for hacks? I wouldn't go so far as to call it spyware. Especially when it doesn't talk to Blizzard unless it finds something worth reporting. As for EULA's
7. I played City of Heroes on my notebook with Intel video. WoW is currently playing on a 3-year-old machine. You can't crank the graphical settings but these games don't require "bleeding-edge" hardware.
Hope this helps
Kleedrac
No Grinding in LOTR Online? (Score:5, Interesting)
(Last Journal: Sunday December 04 2005, @12:42PM)
From the article:
How does this system eliminate grinding? It seems to me that it would exacerbate the grinding problems as players would grind even more in order to get the additional power and titles conferred by grinding mid-level mobs.
Re:No Grinding in LOTR Online? (Score:5, Informative)
IMO grinding means killing monsters for no reason except experience and money.
"Farming" is killing monsters repeatedly until the item you want drops.
"Kill counts" are the number of monsters you must kill in order to complete a quest. Some consider this grinding, but I do not since it has an end and a purpose.
From what I heard (never played it) EQ required grinding just to reach the next level.
I feel that WoW successfully did away with the senseless grinding. There is absolutely no reason for any character to ever have to grind by my definition. There are always more quests to do at your level; they may not be in your race's zones if you think that linearly, but they do exist. If you're trying to get a certain piece of gear (or getting gear to sell) then you'll be out killing specific mobs for quite some time and gaining money and XP to boot until you get that gear. Still, you have a purpose and there is an end point.
I beta tested and bought LotRO (even though I posted here and elsewhere that I wouldn't: the idea of a pay once and never again fall back game for when I [rarely] don't feel like playing WoW was just too tempting). LotRO reminds me of Ultima IX: Ascension. It's a very linear story with lots of little branches. You are free to go and do whatever you wish, but the main story will not progress until you complete the chapter you're in. I have experienced only one instant where I felt grinding was necessary. I was about to complete a quest that would take me out of the current zone. I knew I hadn't defeated a certain boss, but I could not do it by myself or at my current level. I went and killed a few more monsters to get the last 15% of my level, went and killed that boss and then went to complete the zone quest. (I was rewarded as well since two excellent items dropped off that boss.)
Still if I had looked for a fellowship or just accepted that I didn't finish a quest in that zone, I could have continued on my way without grinding. I have a few RL friends that simply weren't on at that time, so I doubt I'll ever have to grind like that again.
So, the same as WoW, then? (Score:4, Insightful)
(Last Journal: Monday June 21 2004, @04:25PM)
Well, I'm not arguing with your assessment of either. It's just silly nevertheless to hear the LOTRO creators make such claims as that they're beating WoW by eliminating grinding (when WoW didn't require any either) or that titles for the number of creatures killed are what turns grind into non-grind.
It's blatantly silly. If anyone despised WoW's "collect 25 murloc heads... and only 1 murloc out of 20 has a head" quests and considers those "grind", then adding a title for number of murloc kills doesn't turn it into non-grind. If anything, it just adds insult to injury. The _last_ thing I'd want, when I'm bored out of my skull killing those murlocs... and yet another one was headless, is a message to pop up telling me that I got some title for a million murlocs killed. Not only it wouldn't make it magically "non-grind", it would be a reminder of all the points before when I grinded murlocs for some dumb quest.
Basically I'm used to hearing silly boasts from people making yet another "X killer" (where X can be WoW, iPod, etc) or "beating X at its own game", but this kind ranks not only as silly, but as... clueless. If the best they can come up with is "I know, let's add some titles", then they're truly and completely clueless. They didn't actually look hard at what they're copying, what works, what doesn't, what's not what the players want, and what they could design otherwise. They're taking wild guesses at something they don't even freaking understand, and hoping WoW would just have a heart attack so they can claim the kill.
Talk is cheap. (Score:1)
(http://www.luminance.org/ | Last Journal: Wednesday April 24 2002, @05:35PM)
Because they can't? (Score:5, Interesting)
(Last Journal: Monday June 21 2004, @04:25PM)
- Funcom: makers of Anarchy Online, launched as the buggiest pile of shit in recorded history. Read the reviews on Something Awful, and know that they're actually going soft on it. The game was actually buggier than that. Also bear in mind that that's not at launch, that's after Funcom had been given more time to fix it, and had proclaimed it 110% fixed and working as intended. Yet people fell through the ground and/or started swimming in the ground, enemies attacked through walls, enemy melee attacks had longer range than a sniper rifle, doors were a swirling graphics error, balance in _all_ aspects was a sick joke, crashes and disconnects were common, getting trapped in scenery was also common, missions were randomly generated crap from the same template (e.g., you actually had to kill everyone in a "stealth" or "infiltration" mission to get the token), etc, etc, etc. It says something about the kind of people who'd proclaim that to be working as intended.
Heck, even the whole freaking factions were so messed up that faction 1 got more money and better equipment, faction 2 just got shafted, and faction 3 didn't even have a shop above newbie level. How's that for balance? Imagine joining, say, the Horde in WoW and discovering that your side doesn't even have more than the newbie areas in the game.
So basically forget these guys, they just _can't_ design a competitor to WoW. All they can do is hope that someone else comes along and kills it.
- SWG: it stayed afloat at all because of being a merchandising exercise (you know, like putting Darth Vader's head on a t-shirt: you hope people will buy it just because it's official merchandise), _not_ because of having good design. It was the game that was awaited by _millions_ of SW nerds like it's the second coming of Obi Wan, and it just managed to disappoint almost all of them. Either right away, or in the many changes, culminating with the NGE that turned the whole game into a whole other _genre_. Among many other sins.
And reading TFA just reminds me of another thing: the team also always had a thorough contempt for the players, and had no qualms with making excuses or telling outright lies. And I see it continues to this day. E.g., now they're introducing pets as some exciting brand-new feature... never mind that it was there before they removed it in the NGE, pissing off everyone whose class had been eliminated. E.g., claiming that reducing the classes was because of noticing what players do and want is... rich. It's like claiming that you kicked someone in the balls because he obviously wanted that. E.g., the excuse that they were the first and that excuses their mistakes... no it doesn't. There were things known not to work long before, some since the time of MUDs, the SWG team just chose to ignore everything. And at any rate, by the time they did some of their biggest blunders, such as the NGE, that was already after a decade of MMOs. They simply didn't have that excuse any more. Etc.
At any rate, to return to the main idea: everyone who is still there, is there because it's SW. _Not_ because the SWG team can design a good game.
- Turbine: Well, these guys did make Asheron's Call, which was rather popular at one point. (Even if mainly due to being the place where you won't get ganked instantly like on UO.) So at least at one point they did have the mojo to challenge the kings of the hill.
Then they seem to have forgotten how.
AC2 was a flop, and its long list of mistakes could make a case study in how _not_ to go about designing a MMO. It seemed to actually go out of the way to be the opposite of what the players wanted in at least two dozen aspects, or at least miss the mark by a mile. Thoroughly clueless game design.
D&D Online was a thoroughly mediocre and uninspired game, which again managed to miss the mark of everything that most players want in a game. Not even a case of trying to innovate and happening to get it wrong, but just getting it wrong with
Try better competitors, to start. (Score:4, Interesting)
(Last Journal: Tuesday May 30 2006, @08:29PM)
Star Wars Galaxies has gone from 'flawed, but promising' to 'what has science wrought?!' over the course of its existence, a stunning reversal of the usual trend to launch with missing content and patch in later, to launching with missing content and tearing most of what's left out later. Servers are ghost towns, good going there, guys.
Anarchy Online has had more ups and downs than a roller coaster (abysmal beta, spectacularly awful launch, promised lore/television/multimedia tie-ins that failed to materialize... and a free year of basic play offer to bolster subscription numbers), but at least Age of Conan has some interesting gimmicks planned for it.
WoW may be simplistic compared to its predecessors and competitors, but it's been as well-produced as any other Blizzard product-- that is to say, polished to an eye-searing shine. In order to pull the same thing off, their competitors will need to get out of the 'launch first, patch later' mindset, which will absolutely require the trust of the people that fund the projects. Without that element of risk-taking on their part, there's no way that any development team will be able to pull the same thing off. All of that development and polish takes time and effort, which are fueled by money... and the precedent of shipping something that runs, rather than something that shines is still much stronger than WoW's literally phenomenal success.
Polish is the Defining Characteristic for Blizzard (Score:5, Insightful)
(Last Journal: Sunday December 04 2005, @12:42PM)
I've found that to be the case with most Blizzard games. They don't do anything particularly innovative (Real Time Strategy existed before Warcraft, MMORPGs existed before WoW), but the level of polish on a Blizzard game is far above and beyond any other game in the same genre.
Heck, look at Starcraft. That game is still being sold and played, despite approaching 10 years of age. Reason: the game was simple to understand and play, and the races were far more balanced than in any other game of that time. Nothing really new or innovative, but the overall execution was of high quality, ensuring continued success.
No Mention of EVE Online? (Score:4, Insightful)
(Last Journal: Sunday December 04 2005, @12:42PM)
EVE Online is one of the largest MMORPGs out there. Its also possibly the only successful science fiction based MMO game. Given these two characteristics, combined with the fact that EVE's developer team is much more hands-off with regard to player-to-player interaction, I'm surprised that EVE was nowhere to be found the article.
Massive players compared to readership? (Score:3, Interesting)
(http://www.latenightpc.com/blog/)
I wonder how the numbers of players they need compares to the readership for the works they're based on.
LOTRO avoides the grind? (Score:1)
These companies are not doing their best... (Score:1)
The success of WoW (Score:4, Insightful)
First and foremost, they had an already existing background world. That started it off well. Warcraft has a LONG and quite well known world. Not with movie goers, not with bookworms, but with computer players. That sets it apart from SWG and LOTR. Yes, both have a large fanbase, but those aren't necessarily gamers. WoW had a gamer fanbase from the start.
Second, it's easy. Sorry, dear WoW players, but that game is easy. Easy. Easy. I know a five year old who's leveled to 60 without any real difficulty. But that actually meant that it was one of the first MMORPGs that drew the attention of people who're not hardcore number crunchers and grinders, who don't first of all consult a billion pages about the game to find out whether spell X or spell Y is in situation Z more appropriate.
It was basically the mix of having a good player base at its start and being easy enough that people who got invited by those who knew its name (i.e. the "old" Warcraft players) didn't get bored with the detail work.
"[...] there's more to it than WoW." (Score:1)
(Last Journal: Thursday June 14, @11:03PM)
What is SWG doing there? (Score:1)
(http://www.iguanademos.com/Jare)
End of this year (Score:1)
Although the upcoming patch for World of Warcraft is pretty much offering more of the same and has been 5 months in the making, and WoW players seem to be particularly apathetic about what Blizzard provide them with in the way of content - Blizzard say they prefer fixing bugs rather than producing more content - seems to keep the majority of the wow addicts happy.
http://www.eurogamer.net/releases.php?platform=pc [eurogamer.net]
Shows all the PC games