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Games Entertainment

The Frontier of the MMO Genre 92

Eurogamer is running a feature about what they call "frontier" MMOs, games that are on the fringe of a market flooded with attempts to replicate the success of Everquest and World of Warcraft. Many publishers already have more MMO projects than they know what to do with, and often leave the more unusual and unique games out in the cold, preferring to stick with familiar IP or a tried-and-true approach. "Like any gold-rush, the MMO market also attracts a different kind of adventurer: the fearless, inexperienced, determined and solitary dreamer, making a go of it on nothing but their own resources and pluck. The online distribution and direct revenue streams — be they subscriptions or micro-transactions — make it theoretically possible to make a mint in MMOs without any help from the gaming establishment at all." They take a brief look at several such games currently in development, including Earthrise, Gatheryn, and Global Agenda.
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The Frontier of the MMO Genre

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  • by Anonymous Coward on Tuesday April 28, 2009 @08:43AM (#27744223)
    The whole point of an MMO is to be, in fact, massively multiplayer. Playing an upstart game without any players isn't fun at all, which is why people flock to large games like World of Warcraft and Warhammer Online: Age of Reckoning. The more "MMOs" companies try to push out, the more the user base will be diluted, thinning out each game until they all starve to death due to lack of players.
  • 2000lb gorilla (Score:5, Insightful)

    by acehole ( 174372 ) on Tuesday April 28, 2009 @08:54AM (#27744323) Homepage

    The problem with a lot of upcoming MMOs is that they try their best to best WoW in size, spouting about how many servers they have. How much content they're going to have, while saying "we're not interested in how WoW does things, we do it our way." Its a lie, they want to be wow and whether its conscious or not they fall into the 'trying to be wow' trap.

    You can't beat wow by being a better wow. Beat wow by being a better game.

    If you build it, subscribers will come. If you build it and try to be like wow, you'll be merging servers in under a month.

  • by Another, completely ( 812244 ) on Tuesday April 28, 2009 @09:03AM (#27744417)

    You could say the same thing about real-world dance clubs. Lots of people think they know what a good one should look like, customers are only interested in coming if they can expect a nice sized crowd (not too crowded, but not too empty), and new ones open all the time. As an industry, dance clubs have survived this model for quite a while.

    If MMOs starve to death, it will be because people got bored with them, not because mass entertainment only works with limited options available.

  • Re:2000lb gorilla (Score:4, Insightful)

    by elrous0 ( 869638 ) * on Tuesday April 28, 2009 @09:16AM (#27744557)
    For the same reason that no gold miner was ever content with making a modest living as a merchant...because everyone dreams of the BIG strike.
  • Re:2000lb gorilla (Score:5, Insightful)

    by wjousts ( 1529427 ) on Tuesday April 28, 2009 @09:33AM (#27744711)

    Ultimately, I think WoW may actually be bad for the development of MMOs as a genre. So long as WoW controls so much of the market, it's going to be nearly impossible for new MMOs, especially from smaller companies or based on original IP, to get any traction.

    When it comes to MMOs, they face a chicken and egg problem (or maybe chicken and chicken problem would be more accurate), players won't join if there are no (or very few) other players. You need players to get [more] players. And when most of your potential players are in WoW, what do you do to pry them away?

  • Re:Time sink (Score:5, Insightful)

    by ProppaT ( 557551 ) on Tuesday April 28, 2009 @09:36AM (#27744737) Homepage

    I fully agree. I usually get each new MMORPG just to give it a shot but, really, no one's touched EQ's dungeons. They were challenging, required strategy and planning for the worst (trains, etc), crowd control, a variety of skills, skilled players, and most importantly they were fun. Then you had the high level Planes and Raids that were all of that bumped to the next level. And then Lost Dungeons of Norrath was released and it once again reinvented itself.

    It's a shame that people are in such a race to hit the finish line in these games that they don't want to stop and smell the roses on the way and enjoy them.

  • Re:Wow is still #1 (Score:4, Insightful)

    by brkello ( 642429 ) on Tuesday April 28, 2009 @11:21AM (#27746095)
    That's just your opinion. I don't worship Blizzard. I was very resistant to even trying WoW since I was playing another MMO at the time. In any case, WoW being a grind makes me think that you haven't played other MMOs. Compared to EQ, FFXI, and the other MMOs from the time, it pretty much blew them away for reducing the grind. You could now level to max level in a reasonable amount of time without having to get a party to help you level.

    As far as other MMOs, it is purely a matter of taste. I tried Eve. If you like PvE combat, that game is a total grind. You fly in to a mission, make your ship fly towards somewhere you can dock in case you get in trouble, and hit f1-f6. Then fly for a long time until things are dead. Then fly to a gate to do the next part. When you are done, get in to another ship and fly around a long time to pick up the loot. PvP would be great if you didn't have to find other people to group with to survive and then sit at gates for hours. Warhammer is fun, but the PvE is severely lacking compared to WoW. It was more like playing TF2 with a subscription fee. After running the same BGs over and over to level, it gets boring. World PvE is a little better but still wasn't exciting.

    Obviously, these are my opinions. Other people might love these games. But I do think WoW is a better MMO than the rest because it has the best PvE which is what I enjoy. But just because you don't think WoW is better, doesn't mean that the 12 million playing don't have that opinion or haven't tried other games.
  • by Opportunist ( 166417 ) on Tuesday April 28, 2009 @11:29AM (#27746211)

    And that's why MMOs often shrink down to "least common denominator". Take a look around at some of the more interesting and envelop-pushing MMOs: Aside of EvE, they all eventually died.

    Usually what's left are MMOs that are easy to learn, fairly easy to master, don't require a lot of "point distribution", or at least don't offer a lot of variety, one setup that's good (and can be looked up easily) and forget about being creative. Gameplay has to be easy (point and click interface, the easier the better), graphics have to be cute and colorful, crafting has to be pointlessly easy.

  • Re:2000lb gorilla (Score:4, Insightful)

    by Opportunist ( 166417 ) on Tuesday April 28, 2009 @11:33AM (#27746275)

    You try to impress a VC with "yeah, well, we don't wanna dethrone WoW, we just wanna make a good game that gets, hopefully, about 5% market share..."

  • Re:2000lb gorilla (Score:5, Insightful)

    by Opportunist ( 166417 ) on Tuesday April 28, 2009 @11:44AM (#27746429)

    WoW is certainly not beneficial for MMO development, but not because of its sub numbers, but because of VC expectations. 5 years ago, before WoW was launched, getting 200k subs in a year was already great. Today, it's a reason to fold.

    The 70% market share of WoW don't hurt the other games too much. Sure, the big players of their time lost subs, but they were reaching their life expectance anyway. WoW hit the market right when the market needed something. But their often toutet 70% market share are to a sizable portion, and I'm wagering 80% here, subs that didn't exist before, not subs "stolen" from other games. 4 of 5 WoW players didn't play an MMO before.

    What really hurts new games are expectations. The "must be like WoW" mantra that's chanted throughout the marketing halls. So every single game that comes out looks like a cheap (or rather, expensive) WoW knockoff. Sometimes so blatant that it outright hurts.

    And as it has been stated before, you CANNOT make the new WoW. Do you remember what WoW was like when it was launched? 2 days per week almost assured downtime. A good 30% of quests that either didn't work, weren't finishable under certain conditions or were simply impossible unless you were a specific class. And let's not start about balancing. A game that was started like this today would meet the bargain bin 2 months after release (at the same time, their servers are merged down to 4-6), and a year later it's closing time.

    In a nutshell, do not try to beat WoW on their own game. You cannot. You would have to sink YEARS of development into it, polish it to the point that WoW is today after almost a decade of development and millions of gametesters (who also pay to do the work). Make another game. And most of all, aim lower! If you cannot survive on 200k subs, don't do it at all. If it takes off like WoW, great. But don't hope for it or, worse, outright require it.

  • by Anonymous Coward on Tuesday April 28, 2009 @04:32PM (#27750397)

    Dance clubs are a crappy choice for comparison.

    Why? Permanence. You might prefer permanence in a dance club, but you don't *need* it. It only needs to exist on a per-event basis for you to enjoy it.

    MMOs on the other hand are *all about* permanence. If MMOs are born and die too fast, then you never get to see the endgame (or even some of the midgame) content for any of them. None of your stuff carries over from game to game, and probably not much of your social contacts carry over either, yet persistent stuff and persistent social contacts are what make MMOs different from other games.

Anyone can make an omelet with eggs. The trick is to make one with none.

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