Planned Obsolescence and MMORPGs 43
Thanks to Stratics for their column discussing the concept of 'planned obsolescence' as it relates to MMORPG expansion packs. The author explains: "Planned obsolescence is, at its root, a strategy to get you to buy more... a design mechanism that would encourage additional purchases by creating the impression that a product had been improved over its early - though still perfectly functional - incarnation." He argues that expansions for MMO titles are controversial because "MMOs are service-based products [and] it is difficult to justify this double charging of the customer for development", and ends on a cautionary note: "While a full sequel... certainly merits an additional purchase, I fear that the practice of planning obsolescence into MMOs by subtly out-moding earlier releases of a given title will ultimately undermine the genre and, therefore, the industry."
Maybe I don't get it.... (Score:4, Insightful)
If Blizzard can charge only once up front for a product with online play AND remain profitable, why do Sony and Microsoft not only charge for their products, but for a subscription as well?
(I realize there are centralization issues, but a monthly fee from 20 players (at $20/month) could easily buy a new machine to serve them for the rest of the year if they were logged in 24/7).
Bottom Line: MMORPGs cost too much for a little Skinner box you experience with other people.
Re:Maybe I don't get it.... (Score:2)
With Diablo as the exception, all Battle.net does is tell you who else is playing so you can join their game (atleast, this is how it used to be, I may be mistaken.)
Of course, Blizzard is generally a better company, but thats why you vote with your wallet.
My only real complaint with Blizzard is their copy protection. My copy of Diablo2 has to be the hardest game to get working I've ever tried. All it takes is a little smudge on your cdrom or a buggy cdrom
because MMOGs are persistent (Score:3, Interesting)
Re:because MMOGs are persistent (Score:2, Insightful)
How would you handle cheating that way?
When trusting the client with anything but handling input/showing world, you will get a game plagued with cheaters...
With EQ(and probably others) you have stuff like ShowEQ, so you can see anything that goes on in the world - if you distributed load to the clients, the possibility of cheating would be endless...
voting (Score:3, Insightful)
Re:voting (Score:1)
Would it work in a realtime environment?
Re:because MMOGs are persistent (Score:2)
Daniel
Re:because MMOGs are persistent (Score:1)
Do you know if anyone have written a paper and tried it IRL? Could be fun to read something from people that actually tried it!
But I kind of like the idea - but I am not really convinced it would work as long as most players dont have 10 ms lag...
Re:because MMOGs are persistent (Score:2)
Re:because MMOGs are persistent (Score:2)
Say 5% (or even 100%) of the work goes to two or more machines.
If your box keeps saying that Admiral Wigglebottom is in the Star Fortress, floor 16, but two different users insist he's in Paraguay, that might force a client reset or a penalty
Re:because MMOGs are persistent (Score:1)
Distributing the persistence load amongst client machines is all well and good. The trouble is that most of the people playing these games are really not going to want to leave their machines on all the time, so bang goes your persistence.
Building the world should be part of the game!
Again, open to debate. This can work, I've played muds. But with big commerical games most people don't want to world build, and a lo
Re:because MMOGs are persistent (Score:2)
Heard of fault tolerance?
Re:Maybe I don't get it.... (Score:2)
First, if you are not playing in any given month, don't pay for that month. I have a DAoC and Ragnarok account that I play, on and off, throughout the year.
Second, of those games (I play a few more, but those are the main ones), one of those is free, the other is $18. Of course, monthly fees apply. The experience on a pay-per-month MMO is slightly better than a free MMO. People tend to be more community-orien
Re:Maybe I don't get it.... (Score:1)
Let's just say you get what you pay for. If you are the kind of person who plays strictly with friends, then D2 isn't so bad. If you like to meet new people and play in open games, then you start to see where Blizzard fails. D2 is arguably as hacked as D1 ever was and in my view a joke of what it was promised to be. I do not enjoy hacked or duped items, and I do not enjoy hacks that nullify the po
Ok, lets look at the HBO example from the article (Score:3, Insightful)
I am sure that isn't what he was intending - but his annalogy can sure be built that way.
Also if you drive his arguement to where it finally ends up - why should I buy the game at all. After all - I will be paying 20 a month for the game, why kick out 50 for the game to start with. I buy cable and EVERYONE gives free installation (and many months free too sometimes). So why buy the game, give it to me free for download from your website when I give you my credit card for monthly service fees
send me the CD for free! (Score:2)
Re:Ok, lets look at the HBO example from the artic (Score:2, Interesting)
I refused to play Evercrack and the like for exactly the reasons in the article (buying the game then paying $whatever a month for the priviledge of playing it). With Rubies, you're simply paying the monthly
Re:Ok, lets look at the HBO example from the artic (Score:1)
So when a new season of The Sopranos comes out it is sold to the cable channels, who *do* have to pay for it again. But they absorb the cost because they are already making hefty margins on all the $30/month subscribers.
So his HBO example is more like if you have a little brother
This is the Problem (Score:4, Insightful)
Then, in about ten years from now, it'll be gone. Unlike the other games on your shelf, which you can play for nostalgic purposes whenever you like, the MMORPG won't be available for you to play. At least now I can still check out my old Final Fantasy IV games, or play through again in a matter of 30 hours or so. MMORPG's don't offer that, and nobody will be saying "hey, let's check out Everquest" 10 or 20 years from now.
This is all notwithstanding that most MMORPG's are boring click-a-thons, of course. Click, watch your character go *hrf* over and over, and then watch as you gain a fraction of a percentage to advance to the next level. Yay.
Strangely, MUDs still retain their appeal for me even after these MMORPG's have emerged. Maybe it has something to do with the fact that I need to fork out nothing as opposed to a bill for an MMORPG that rivals my power bill? Who knows.
Re:This is the Problem (Score:2, Insightful)
Actually, I believe this is the flaw with players, merely stimulated by the level treadmill and projection of play styles from other t
MMORPG: gold mine or the very next broken dream? (Score:4, Insightful)
Is a matter of fact that the occasional players can't stand a chance against the pro who spend tenth of hours a month online, so I suppose that a dramatic explosion of the number of players isn't likely to be expected, as long as people are used to also do other things in their lives.
The key of making money with MMORPG is that the customers/players pay for the service, but once the server is installed and runs in what does the service consists? I mean there's no need to be a fortune 500 to set up a machine and play with friends online more or less the way people gather to play paper & pen RPG.
Of course home brew server could difficulty manage hundreds of thousands of players (as long as distributed system are not developped), but as MMORPG player tend to buy them homes and settle down I am likely to think that in to the long run there's the tendency to play almost "locally" and to become part of a quite small community.
shame it doesn't work this way (Score:4, Insightful)
Not only them! (Score:3)
Re:Not only them! (Score:1)
Re:Not only them! (Score:2)
Worms 2, Worms Armageddon and Worms World Party use exactly the same engine. The only difference is the front end graphics which are not worth the extra £30 each time. They even carried some of the bugs over with each incarnation.
New publisher equals new front end graphics and new packaging. Tried and tested many years ago.
Re:Not only them! (Score:2)
it's old as hell, old as ms itself is in other software too. don't make updates, make upgrades.. works for games just as well(seemingly).
in the old days when you could buy shareware by episodes at least they were honest about it...
Re:Not only them! (Score:2, Insightful)
Technical limitations (Score:2)
Madness (Score:4, Insightful)
The thing about non MMORPG expansions
I still own warcraft 3, and I don't have the frozen throne, and I can go play an online War3 game without the expansion with other people who don't have it if I want to. I am not crippled in any way.
Back when I played EQ I didn't WANT to buy kunark. And in fact, I didn't. So I left the game. It wasn't about a $40 (at the time) expansion pack. It was about a $40 expansion pack this year, another one the next year, and another, and another, and another, all of which were "pay up or quit" type upgrades.
DAoC:SI (Dark age of camelot: Shrouded Isles) in my opinion was a good expansion pack for a MMORPG because it didn't force me to upgrade. My wife's account didn't have SI on it for the longest time, but she could still compete in the old world with every other person weather they had bought the new expansion or not, in Realm vs. Realm combat she could hold her own ground. Sure, she couldn't make one of the new SI classes, nor could she alt-tab ( a feature "added" with SI ), but the game she bought back in October 2001 still worked.
Almost everyone who plays DAoC that I know bought SI even though it was not (in my opinion) a forced upgrade.
In my opinion MMORPG expansions should add good content without going so far as to breaking the dynamics and balance of the game. Game balancing and dynamic changes should always be free updates that retroactively apply back to the original client that the company sold. After all, the people with the original game are the ones who paid $10-$15 per month every month while the new expansion was being made. I was very glad when DAoC made the housing expansion work for the classic client and made it free. Arguably housing changed a lot of dynamics. But it was free, so it was fine. SI didn't change much. SI added new zones, new items, new places to explore, new classes, new races, and better graphics. If you wanted none of those things you could stick with classic and be just fine.
But I still believe the best way to ruin the mmorpg experience is to force people to buy new software. The guy hit the nail on the head dead on when he said, "But is this the goal, to maintain profit margins in spite of the customer, rather than because of them?"
Rip off (Score:2, Interesting)
no expansions = no ongoing publicity (Score:5, Interesting)
Where other games put out "expansion packs", the developers add new content to the game on an ongoing basis - new stuff seems to appear every few days (and all client patching is done seamlessly while you're actually playing) ...which from the players point of view is great stuff...
BUT...
According to the developers, not releasing expansion packs is actually *hurting* their PR! The thing is, each time the likes of Anarchy Online brings out something like "Shadowlands", they suddenly get big spreads in glossy magazines, headlines on all the news sites, and a new boost of publicity. Expansions that are given away for free, on an ongoing drip-feed basis, just don't blip on the gaming press radar. It's actually becoming a problem for the ATITD people; they're adding new (and pretty revolutionary) content to the game all the time, but the gaming press won't touch them because they assume the game is the same thing it was back at launch, and therefore old news... Seems they're just not interested in revisiting games unless there's a new shrinkwrapped box on the shop shelves... and, of course, no publicity = no new customers.
Sadly, it seems that this is one MMORPG company that's suffering by using a payment model that treats it's subscribers the "right" way :(
Re:no expansions = no ongoing publicity (Score:2, Insightful)
There's a huge advertising cost that's associated with each expansion pack, which of course is (hopefully) a lot less than the sales that get generated.
But you are right about the gaming press -- they wan't new cover art, new titles, new new new new new. This is because they haven't been trained to cover "stories" like regular journalists have been -- they've been trained to generate buzz (and sometimes useful reviews) which
Re:no expansions = no ongoing publicity (Score:2)
Personally, though, I think they should have stuck to the month on month updates: the
That's one way... (Score:2, Insightful)
And then there is the SOE model - pay before it's ready for prime time, and then pay while it's being developed. Genius!
Skip to the end (Score:1)
Given that this doesn't seem to be happening (people don't seem to be walking away), I have to question the logic behind the rest of the article. Color me simple, but I think capitalism will decide this in the end: as long as the game is priced to the tastes of t