MMO Report Tips World Of Warcraft As Leader 52
Thanks to VE3D for reprinting details of a new online gaming report discussing MMO trends and estimated game popularity. According to the excerpts from the Themis Group's report, online gaming will grow from $960 million revenues in 2003 to $4.10 billion in 2008, and the chart estimating "expected popularity of new persistent worlds... in descending order by projected subscriber base twelve months after launch" is headed by Blizzard's World of Warcraft, followed by Sony's EverQuest 2 and Turbine's Middle Earth Online. The report also suggests: "Success with a license challenges developers to find a way to implement the license's core appeal into an MMG-style game - a challenge which Final Fantasy Online met, but Star Wars Galaxies did not."
Virtual Property &Real World (Score:4, Interesting)
Reminds me of a discussion recently held at /. Will Virtual Economies Affect Real-World Economics? [slashdot.org]Maybe the author of the article discussed there, Edward Castronova, [fullerton.edu]could use some numbers from the report mentioned in the current discussion to give more concrete shape to his ideas. Would love to continue the discussion then ....
Wait a minute... (Score:1)
Re:Wait a minute... (Score:2)
Just normal economy of scale.
Also, they could create an artificial shortage, by not raising prices, but just capping the maximum number of users.
Re:Wait a minute... (Score:1)
On the contrary... (Score:5, Informative)
the happy math for corporations is that the costs of a massmog fall as it becomes more popular.
consider bandwidth:
an OC-24 can handle 8 times more players than an OC-3, and yet it costs far less than 8 times more per month. (more like 3-4 times as much.) as the game becomes popular, and bandwidth usage increases -- bandwidth cost per player drops.
consider bugs:
using the 'shard' model (several 'copies' of the world that each serve a subset of the total playerbase) - the number of bugs to fix holds steady as the number of shards is increased. You don't have to make twice as much content to appease twice as many players - you just plug in another shard.
Also, as the game ages and becomes more popular, the bugs decline. (bugs such as anything that isn't a GM-request like harassment and such) the number of calls to customer support (eg. hardware compatibility problems, crashing problems) decline. the growth of the 'known bugs' means average call time itself drops. the cost of customer support per player drops.
consider hardware:
hardware costs decline as time goes on (and it takes time to become popular). what was a very expensive server farm for Sony when Everquest started in 1996 is now slower than the much cheaper server farm they last added around 4 years later. Hardware cost per player drops. Assuming the worst case, the cost of hardware doesn't measureably fall, still only means that hardware costs would hold steady as the game becomes more popular.
consider staff:
you need a certain number of people to ensure 24x7 service at a constant level of quality for a single server farm. yet you do not need twice as many people to cover twice as many servers. furthermore, over time, utilities and procedures will make the most commonn problems easier to deal with, and the bug fixes will make exceptions less frequent. server-maintenance staffing costs fall as the game becomes more popular and the game ages.
customer support for bugs also decreases as outlined above.
the only staff that need to increase in proportion to the growth in playerbase are in-game customer service staff (GMs). this at worst is another cost that holds steady as the game becomes more popular.
consider content:
also using the shard model (purely a business decision, not a technical one, i assure you) the same number of designers/artists that supply an expansion that will keep 1 shard of 2000 players happy, will keep an infinite number of shards of 2000 players happy.
average cost of content per player decreases.
also keep in mind that Sony had a 60% profit margin on monthly fees for Everquest when it cost $10/mo. now it costs 30% more (at the least), and do you honestly think they're spending a dime more on service and support?
Sony even had a profit on retail box sales, for the game and expansions, over their costs to develop the software and install the hardware. (the reason everyone charges for the box on the shelf - even if subscriptions flop they break even if they can sucker a couple hundred thousand people into trying it).
the way these games are designed, the bigger the game gets - the more they profit.
only when the player population starts to dwindle do the profit margins fall again. when you have too many underutilized servers. when you have too much staff. many companies will slowly consolidate and layoff to maintain their profit margins for awhile - but eventually running the game just won't be worth their time. They could put those resources on the Next Big Thing and go back to their old profit margin.
Re:On the contrary... (Score:1)
Not quite true. Customer Service (CS) act
Re:On the contrary... (Score:2)
EQ doesn't really have 400k players. they have ~25 shards with 8k players each who can never interact between shards. sure, the cost of CS is O(n!) for a single shard (n being population). but since there is no interaction across groups, and n has a max cap per group (max population per shard), adding 2 more groups doesn't effectively triple that max n. it'
Re:On the contrary... (Score:1)
Not quite. You also have to consider things like online venues. It's expected that you will have an online forum for people to discuss issues, and *everyone* will be participating in those. You'll have to police those just as you police your servers; more, in fact, since that's your public face to the world.
Plus, some games are going for a "single huge shard" for their games these days. 10k+ people stuffed into a single world instance at one time is goin
Powerleveling (Score:3, Interesting)
I think they may be over reaching here, since the fees for character transfers have only been $1 million since the game started.
I also have to disagree with the "power leveling" part... if a game offers "power leveling" for a fee, that game is sure to not have a long term appeal, since it'll be dominated with folks that just spend more money being the more powerful people in the game.
Besides, usually "power leveling" (at least in EQ) doesn't do the character that much good long term. You end up with a player that doesn't know various tactics and/or spells work in the game, and hasn't maxed out capabilities that progress as you use them throughout the lifetime of the character. Example: Defense. As you progress, your defense rating gets higher and higher. This only happens ever so often during battle. Defense ends up adding into your overall armor class. Powerleveled characters usually end up having very low defense scores. Same goes with weapons, spell casting capabilities, and the like.
Re:Powerleveling (Score:1)
Re:Powerleveling (Score:1)
Re:Powerleveling (Score:2)
Re:Powerleveling (Score:1)
i agree, for a different reason (Score:2)
level-based systems punish the casual gamer as is. 'cheapening' the experience by selling advancement only alienates more of the small market segment they do have. of course i'd imagine the increased revenue will likely outweigh the losses from those who would quit.
but i certainly don't think the systems will draw in casual gamers the way these analysts think. all they do is
Re:Powerleveling (Score:3, Insightful)
Re:Powerleveling (Score:2, Interesting)
This isn't true of MMORPGS. Here, the entire appeal to is to amass more power, more levels. There is not very much appeal in sitting around playing the game as one of the "little-guys," as there really isn't that much fun stu
Next! (Score:1, Insightful)
Re:Next! (Score:2)
imo, the only truly interesting thing that will occur in the next generation of massmog launches - is seeing how EQ2 cannibalizes EQ's playerbase - and seeing if Blizzard actually 'gets it' in regards to bringing a massmog to the mass market.
will they actually bring in casual gamers? or will they just leverage their built-in fanbase and their usual attention to detail?
i personally don't think there's a soul in a decision-making position
Re:Next! (Score:2, Interesting)
I'm curious to see what happens here as well. When Turbine released Asheron's Call 2 it pulled quite a few people from AC1. And if AC2 had been worth playing it could have meant the death of AC1. It seem like "getting it right" in regards to a MMOG sequel includes shooting yourself in the foot on your current game.
Recently, I've started to wonder if building s
Re:Next! (Score:3, Insightful)
what they want to do, instead of closing shop, is to try to pull back in all those people who tried their last game, and start the profit cycle over again.
i think the people making business decisions want to cannibalize the old player base. new games mean new purchases, higher fees, and a brand new
Re:Next! (Score:2, Interesting)
If you read some of the white papers on the site linked to in the article, one of them states that MMOGs can and have had lifespans that exceed 10 years.
Moving customers to a new MMOG is like when your cellphone contract expires. You hope they will sign up with you again, but there are no guarantees. I know that when I leave AC1 I will look at all the 'new' MMOGs. I won't just run out and buy an ACx, Middle Earth, or D&D Online simply because Turbine is producing
Re:Next! (Score:2)
(aside from the cancelled UO2 and the disasterous AC2). It's also noteworthy that their predecessors didn't really survive the transition to the sequels.
Thing is, the suits don't particularly care if the 'old game' folks move over to the 'new game' or not. because odds are, if the new game doesn't appeal to you, you'll keep playing the old o
Re:Next! (Score:2, Interesting)
Indeed. SWG was meant to embody the be-all-and-end-all of MMORPGs; a game which many people would flock to and stay with. EQ still enjoys higher numbers than SWG, whereas a newer game, Horizons, laments lower subscribership. A game which has been out for a while in Asia, and not so long in NA, FFXI enjoys great reviews and subscribers - breaking a few records I believe.
While I agree that WoW has a good chance of being the most
*Projected* popularity? (Score:2)
Re:*Projected* popularity? (Score:1)
Re:*Projected* popularity? (Score:1)
The only real way to measure an MMOs success is a year or so after launch, by looking at subscriber retention rates. Any other measurement is flawed.
Remember: The Sims Online was also projected as being a huge blockbuster wit
Re:*Projected* popularity? (Score:1)
I believe it's called the "Fanboi Factor".
Expected and undeserved (Score:5, Interesting)
Reading the latest big report [slashdot.org] on the games seems to bring two main conclusions : (1) the gameplay is still open and under discussion, (2) the gameplay is plain unoriginal. They are building a well thought game upon the existing basis, but there is really no risk taken whatsoever, nothing that could really make it the next generation MMORPG.
As an amateur MMORPG [milcis.net] game designer myself, I have found that there are an incredibly large amount of possibilities in that genre, but as always most commercial products stay in the same area, ever perfecting one type of game without risking to discover new ones. Too bad Blizzard did not dare to try though, they'd probably have done it the right way.
For my part, I'm waiting for Ryzom [ryzom.com], not because it has a much more original gameplay than WoW, not because of its gorgeous graphical design (probably the best out there for an MMORPG), but becauses it dared to leave the traditional fantasy field to explore a new, fresh and tribal universe that is simply fascinating. The objective is more to carry the player into a dream-like original place than put him in front of monsters to fight.
Re:Expected and undeserved (Score:1)
Then, after a while, people with names like Oosexfucker69oO and l337asspwnj00n00b sta
Re:Expected and undeserved (Score:2)
For business reasons yes, of course.
But I see what you mean.
In my opinion, the only way to have RP is to reward it, just as most games currently reward hack and slash for instance. Then either you want an RP-only game, and you just make sure the game is not interesting unless y
Re:Expected and undeserved (Score:1)
Compare it to AD&D. Some players I know had in-depth histories of all their characters. Others just rolled a few dice and gave it a name.
I think roleplaying is one of those things that we all say we want, but don't really. I suppose if they put a translator in the client so everything I typed came ou
Re:Expected and undeserved (Score:1)
Re:Expected and undeserved (Score:1)
Re:Expected and undeserved (Score:2, Insightful)
Anyone ever play a consent based mu*? No one can drag you into an RP scene without your permission. So if someone wanted to be ass they could go into the plaza and shout out how the government is all evil
Re:Expected and undeserved (Score:1)
Yes, Lineage did it first. Not enough NA market penetration, apparently. Yes EQ has a Mac version. With separate Mac servers only. Shadowbane has this currently (and has a large proportion of Mac players as a result), but has its problems technically. However, being a mixed game has helped player retention somewhat, in that there is no other game that mixed guilds can migrate to without
Re:Expected and undeserved (Score:2)
Warcraft isn't just another RTS game, it actually has a well thought out backstory (complete with many novels). Sure, there are orcs and dwarves and elves just like "every other" fantasy setting, but any Warcraft fan will tell you that their traits and personalities are completely different than what you
Multiplayer impact on Industry Growth (Score:1, Interesting)
When games were single player only you played through 20-60hour game and then bought the next game. Now with multiplayer games especially MMO games the same title can last literally thousands of hours (how many hours have I spent on EQ & Counterstrike & NWN). Also with such high player time investment, it becomes more difficult for new title to supplant existing ones. I have heard people saying they'd just quit MMO
SWG (Score:1, Interesting)
Re:SWG (Score:2)
or maybe a lot of people who were looking foward to it were turned off by the final product...hmm I wonder why...
Now if you'll excuse me, it's time for a few stormtroopers to meet the business end of my flamethrower.
Ahh could this be it? Could it be that most players didn't like it, because it wasn't LIKE the star wars movies? How many times during the star wars movies did you see someone running aro
Re:SWG (Score:1)
Re:SWG (Score:1)
Re:SWG (Score:2)
Not attacking you or anything, but based on what?
Personally I played for about 2 months before quitting, pretty unsatisfied, but I rarely discuss it (except right now).
Re:SWG (Score:1)
Metaverses (Score:5, Insightful)
I think the next big online phenomenon is going to be metaverses.
In a metaverse, you are not given a bunch of artificial skills and abilities. You (the person behind the keyboard) are the determining factor of your online persona's skill. And it's not a twitchy kind of skill either, it's pure creativity.
The first time I logged into a network and was able to communicate with other people around the world in real time, I knew it was going to eventually catch on and spread to the point of being mainstream phenomenon.
Now I'm getting the same feeling now, as I've jumped into the "metaverse" environemnt known as Second Life. I've played a handful of MMORPGs before Second Life, and got the impression from them that all online environments would have basically the same general template.
My first day within SL was like my first time on the internet, I was overwhelmed that so much creative flexibility could be organized in a real time multiperson environement. It's sort of a feeling like walking down a very long narrow confining hallway which suddenly opens up to a wide open outdoor field.
The metaverse-like applications we have currently are nowhere near the sophistication of those dipicted in science fiction, but to be fair, we're just getting started. Before too long, I predict that they are going to be as mainstream as the internet is now.
I think MMO games are nearing their limit for flexibility. The only direction to go from here is to open up the virtual world that make up these games and let your users truly create the content. Of course, when that happens, it's hard to stay confined to a theme or license, so it seems inevitable that metaverses will be the next rung on the evolutionary ladder.