MMORPG Evolution 81
1up.com has a piece looking at how Massively Multiplayer Online Games have evolved from the days of UO and Meridian 59. From the article: "As far as the genre has come, though, MMO gaming has still only barely grown out of its infancy. Blizzard crows that 4 million users globally are hooked to World of WarCraft-but that leaves 6-billion-plus people on Earth yet to be reached. Are MMOs doomed to continue fishing from the same pond of players over and over? Major publishers are asking themselves that very question right now. So are we. Developers must do six very real things to make MMO games reach out to even more people: rethink monthly fees, manage in-game economies in new ways, explore new worlds and themes, use new technology to change the way people access games, weigh the balance between structured storytelling and open worlds, and foster a better sense of community among players."
Eh? (Score:5, Insightful)
I think that WoW proves quite clearly that there's plenty of players to tap and that the market is in its infancy. All you have to do is play the right cards, something WoW has done/is doing quite effectively.
Re: (Score:2)
Re:Eh? (Score:2)
Absolute rubbish (Score:4, Insightful)
MMORPGs are the fastest growing genre around, from what I can see. Go back a couple of years and you've basically got UO and Everquest with about 400,000 players each, and a couple of others, like Anarchy Online, hovering at their heels with 200,000 players max. These days, You've got World of Warcraft with millions, Final Fantasy XI with a significant fraction of a million, Everquest and Everquest II both with 400,000 plus players, City of Heroes with a good few hundred thousand and Guild Wars (which arguably doesn't count due to the lack of a subscription model) with loads as well. This is before you even move onto the dozens and dozens of smaller MMORPGs, such as Galaxies, Eve Online, Matrix Online, Planetside, Dark Ages of Camelot, etc, etc, etc. In short, there are both more and bigger MMORPGs.
I think what you've really seen over the last few years, particularly with franchise MMORPGs (WoW, FFXI, Galaxies etc) or niche MMORPGs (Planetside, Sims Online, Eve etc) is new players being brought to the genre through bridges from elsewhere. Want to hazard a guess at how many people play World of Warcraft because either of the Warcraft connection, or the Diablo/Blizzard connection? I've not seen any figures, but I'd guess it's a significant part of the player base. Galaxies was, by all accounts, a pretty appaling MMORPG when it was launched, but it was reasonably successful due to the franchise drawing in fans of other SW games and has survived long enough to develop into something worth playing.
I suspect that over the next few years we'll see other genres moving into the MMO world. We've already seen Planetside have a stab at a MMOFPS and although it's not been a wild success, it's done some important and useful proof of concept work. I suspect that RTSes and, in particular, Sports Games will be the next to go MMO in a big way. You could almost argue - although it might be pushing things a little - that the online career options in Forza (popular X-Box racing game, a la Gran Turismo) already have most of the elements of a MMOG.
Re:Absolute rubbish (Score:2, Interesting)
Re:Absolute rubbish (Score:2)
I'll agree with the grand-parent. There are more players online than ever and I think the Euros are getting more common now, particularly at the higher levels. It'd be nice if Square-Enix would extend the auto-translate to cover French and German, but I guess we'll cope.
I'll also echo the grandparents' points about Chains of Promathia. Its value wasn't apparent right away, but in the long term, it's emerged as one of the best aspects of the game,
Re:Absolute rubbish (Score:2)
My statement that player numbers have increased is based purely on my experiences with how many players are on at the same time as I am. Hardly a truly objective assessment, I admit, but better than your baseless assertions and FUD.
Re:Absolute rubbish (Score:2, Funny)
Re:Absolute rubbish (Score:4, Informative)
Re:Absolute rubbish (Score:2, Interesting)
It's not complete rubbish as I know that many of the players of these games are signed up for multiple games. I personally only play Guild Wars as I don't like the monthly subscriptions, but I have two friends who plays WOW, SWG, UO, CoF and Guild Wars and two other friends who play 3 of those (WOW, C
Re:Absolute rubbish (Score:1)
While you make a good point, bear in mind that MMORPG's suffer from a couple of problems when it comes to drawing really huge audiences. First, there is the issue of time and level of commitment - most MMOs require both. Second, there is the "culture" of online game in general that isn't terribly co
I liked them better when... (Score:3, Insightful)
Let's not forget our roots!
Re:I liked them better when... (Score:1)
Current MMORPGs are doing just fine (Score:5, Informative)
rethink monthly fees
I think the game should be handed out for free (or minimal charge of $9.99 for shipping you a live copy). That's the main gripe I hear from a lot of players and friends: that we need to pay to get the game AND pay each month. Of course, after a year, you forget that you even paid for the game...
manage in-game economies in new ways
I think WoW is doing just fine with that. So far it's not like Everquest where within a year you were pretty much useless unless you had platinum pieces.
explore new worlds and themes
Isn't that what City of Heros/Villans does? WoW? Final Fantasy? Star Wars? Sims Online? WTF do you want, a Dukes of Hazzard MMORPG?
use new technology to change the way people access games
Until someone invents new technology for ALL of us, you're just gonna have to use a computer and an internet connection to play. Duh. This statement, to me, is pointless.
weigh the balance between structured storytelling and open worlds
Call me crazy, but I think WoW does a fine job of this.
and foster a better sense of community among players
Humans are humans, and when they get into an online world, they act stupid. There's little accountability for their actions. Again, I think WoW has done a good job of controlling camping (though ninja looting can be a problem, but that's the fault of the player), providing instanced raids for mass amounts of people, faction vs. faction battle, etc. Not sure what the other games are doing, but I think this evolution is happening.
From reading the summary and glancing at the article, am I the only one here wondering if these people have even PLAYED an MMORPG recently?
Re:Current MMORPGs are doing just fine (Score:2, Interesting)
Call me crazy, but I think WoW does a fine job of this.
Wow does an a acceptable job of this but I think there's a subcontext to that small sentence. The continents are used up, there's no open space. No player housing or even just guild housing.
A guildy brought up how cool it would be for the large guilds with sufficient in-game cash to be able to create a guild house. Maybe have a flag or something that other guilds could try to 'st
Re:Current MMORPGs are doing just fine (Score:2)
Re:Current MMORPGs are doing just fine (Score:1)
In fact, there's a profession called politician, where the higher you get, as mayor you can authorize placement of a repair garage, a city hall, ultimately even a shuttle port, and with additional "levels", you can place your city on the global map.
A town is just an area with one of these politicians and something like at least 10 houses in it. Never was a politician so I don't know the details, but I did help form two towns by placing houses. Owned my own cantina onc
Re:Current MMORPGs are doing just fine (Score:2)
As for the guild house idea, I like that a lot. I know nothing of the code behnd WoW, but perhaps they could make the entrance to the guild house an instance, where you enter a portal in a major city (Stormwind, Undercity, etc.) and appear automatically in the house of your gu
Re:Current MMORPGs are doing just fine (Score:2)
This is exactly how City of Heroes (another game that had no "building" component) has implemented super group bases with the addition of City of Villains. It's certainly not as "natural" as having an a
Re:Current MMORPGs are doing just fine (Score:2)
Re:Current MMORPGs are doing just fine (Score:2)
Monthly Fees (Score:5, Insightful)
I believe monthly fees (or, at least, high fees like WoW's) are going to be the main stumbling block for the developing MMORPG market. If people are going to be paying for a game five times over in a single year, they're going to buy fewer games. Right now, I play WoW and it's the *only* thing I play because I want to get my money's worth out of it. Not many people will want to pay for three of four MMORPGs at $15/mo because the fees will simply be too high.
Unless monthly fees are drastically reduced to a reasonable level -- say, $2/month (especially if you have to drop $50 up front) -- there will simply be less of a market for more than a handful of MMORPGs. There are not 6 billion more people ready and waiting for new MMORPGs to hit the market.
Reasonable pricing models will ensure everyone gets a piece of the pie. Obscene pricing models will guarantee one or two major games will dominate the market. I don't know about you, but I would prefer more variety in my online gaming.
Re:Monthly Fees (Score:1)
Hell, even crack dealers will sometimes give you your first one for free, and they do tons of repeat business.
However
Re:Monthly Fees (Score:2)
The problem with low monthly fees is that you need to upkeep the central server and pay for its bandwith usage. At some point the monthly costs caused by a single player (in terms of bandwith used per month, for ex
Re:Monthly Fees (Score:1)
Re:Monthly Fees (Score:1)
Re:Monthly Fees (Score:2)
I've cancelled subscriptions because sometimes I just haven't had the time to play enough to warrant paying out month after month.
Re:Monthly Fees (Score:1)
Re:Monthly Fees (Score:2)
I think you are right, but the direction things are going isn't going to be toward a cheaper price, it'll be getting more with your subscription.
I remember the days when my modem internet access was measured and metered in minutes. Those days sucked. People in general prefer a reasonable rate for unlimited use. Cell phones are moving that direction. My plan has enough minutes it might as well be unl
Re:Monthly Fees (Score:1)
Simply running an MMO is a very expensive proposition. There are employees who have to be paid, facilities that have to be rented, equipment which must be amortized (you don't really think the Everquest servers
Re:Monthly Fees (Score:1)
*shrug* (Score:2, Insightful)
but all trolling asside.... (Score:1)
WOW on a console (Score:3, Interesting)
Re: (Score:2)
Re:WOW on a console (Score:2)
Six? Make that Seven. (Score:5, Insightful)
Way back, when the dinosaurs still roamed the earth, I used to play muds religiously - Sanctuary, Armageddon, 3K, I loved them all. Lucky for me, my roommate failed out of college due to mudding, which caused me to take a hard long look at my life and come to the realization that while I wasn't failing, muds were certainly keeping me from excelling. I dropped them cold turkey, which was probably one of the best things I've ever done. I've always followed the MMORPG scene quite closely and have always wanted to get back into it (especially since I had a number of friends who played Everquest). Finally when WoW came out, I decided that I was at a good place in my life and career and, after a long talk with my wife, I bought the game. At first it was great - the quests didn't take too long, I could play an hour or two a night without any problems, and I had a great time. Unfortunately, I quickly got to a point that if I wanted to accomplish anything at all in the game, I'd have to sit down for a solid three to five hour stretch (sometimes for several days in a row depending on the raid dungeon). That simply isn't practical. Additionally, while I enjoyed the social element, you simply can't walk away at any time - to an extent the game dictates when you can quit. I finally quit WoW when it became clear that I'd never see the new content that was being released as all of it was catered to the hard core player.
Is it possible to appeal to the casual player? I believe so. For example in Guildwars, you can hire henchmen which allow you to play by yourself when needed and still progress in the game. The MMOs out there demand that I work my schedule around them; instead I need the games to work around mine.
Re:Six? Make that Seven. (Score:1)
I thought World of Warcraft did a great job of making the beginning of the game as painless as possible for new people. My girlfiend, who is no avid gamer, was able to easily get into Warcraft wi
Re:Six? Make that Seven. (Score:2)
Then obviously an MMORPG isn't for you.
I see these same complaints all the time - Wah! I bought a MASSIVELY MULTIPLAYER game and it isn't any fun playing solo! No shit, Sherlock. I bet if you bought any board game intended for 2-8 players it wouldn't be any fun solo ei
Re:Six? Make that Seven. (Score:1)
Or for any of the other members of a vast, untapped, potentially extremely profitable market. Maybe someone should look into fixing this.
I see these same complaints all the time - Wah! I bought a MASSIVELY MULTIPLAYER game and it isn't any fun playing solo!
Way to miss the point. There is no reason why "massively multiplayer" has to mean "massive and rigidly-scheduled time commitments". There is no reason why an MMORPG should not be friendly to the kind of person who
Re:Six? Make that Seven. (Score:2)
If you mean that it will take you 5 years to get to level 60 and all the really good loot if you only play 2 hours a week, how do you propose making it fair to people who are willing to play more?
Games like Everquest were absolutely i
Re:Six? Make that Seven. (Score:2)
Armageddon? As in the RPI? Hahaha... oh man. That is so funny. You think you can quit. No my friend, you just take breaks. You know Allanak is calling you back... you crave talking your way out of a Templar's grips... loading up on spice from Kurac... going on missions in the Byn... and dodgy fucking 'rinth elves everywhere. Stop fooling yourself, reload zMUD, and come back home. Muhahahaha!
Re:Six? Make that Seven. (Score:2)
All of the content that has been added to WoW, with the exception of Dire Maul, has been geared toward large raids which take little skill for individual players to complete -- instead, it's just a matter of getting enough people together and then getting them to do their jobs. A large group of very average players with a couple skilled individuals at th
Re:Six? Make that Seven. (Score:1)
Monthly Fees (Score:2, Insightful)
The most Underrated MMORPG (Score:2, Informative)
You can do anything you want when you want without feeling like your falling behind.
World of Warcraft enlarged the "pond" (Score:5, Insightful)
While World of Warcraft did take some players away from other MMOs it's success is also due to the fact that it significantly increased the number of MMO players. It made MMOs far more accessible, especially to casual players. In short, it grew that "pond". There is no reason to think that the pond cannot grow some more, it is just a matter of someone introducing something that non-MMO'ers would find a fun use of their time.
Re:World of Warcraft enlarged the "pond" (Score:2)
Re:World of Warcraft enlarged the "pond" (Score:2)
WoW gave me a basic 'feel' of what to look for in MMORPG's and the courage to try out other games that require monthly fees. And I still play WoW from time to time. It did a fantastic job of making the not only the MMORPG but the IDEA of an MMORP
Whoa, step back a bit. (Score:3, Interesting)
But you have to ask yourself: how big do we need MMOGs to get? The movie Titanic broke box office records, but it was a steaming pile of shit.
Wow has set the bar, and as far as I'm concerned, it's a good bar. It's a healthy bar. 4 million is a damn healthy bar. If you want to go more mass-market than that, you have to go into areas that don't appeal to me as a MMOG player.
At some point, you have to say, "We're making enough money to satisfy our art", and leave it at that.
I don't think I want to see the MMOG that attracts 1 billion subscribers.
Re:Whoa, step back a bit. (Score:2, Informative)
Why don't people get it? Titanic the motherload of movies made something like $500M. WoW has 4M as a user base all paying around $15/month. Unless my math skills are really in the shitter, that's $60M/month or $720M/year. Given the life span of a MMP that beats the crap out of Titanic, or any Hollywood production any day. MMPs can make litterally billions of dollars if they play their cards right. Blizzard has, we can do the math when they shut down the last Realm.
Re:Whoa, step back a bit. (Score:2, Insightful)
Re:Whoa, step back a bit. (Score:2)
But it broke box office records. The people ultimately in charge of things, the owners of the company, usually own it to make money. Therefore, if a piece of shit movie breaks box office records, then a piece of shit movie gets a sequel. And if a piece of shit MMOG gets lots of subscribers, then that piece of shit was a shining success for its makers. For the reco
always the same... (Score:1)
putting all the nuisances (like monthly fees) aside, WOW indeed is a game that never had happend before, and 4 million subscribers is also a thing that never had happen before. and now?
yeah, 4 millions is ok, but we've got 6+ billion
Re:always the same... (Score:2)
But before getting to them, we need to add splitscreen play to MMOGs, together with appropriate control schemas, so that people can make more future players while playing ;).
The Grind is the problem. (Score:3, Insightful)
Re:The Grind is the problem. (Score:1)
I'm still waiting for that MMORPG that has traditional classes, plus one special class, a Quake-like character where damage output is related to pure monkey skill rather than "click click click" stuff. I don't have to "level up to 50" to reach the end game. I just pick up my sword, and if I'm good enough, I run in on the dragon along with the more traditio
Mothly Fees. (Score:1)
While perhaps not completely sane, it would be great to if companies could institute a per minute billing scenario. It would not be that hard to do as the game already tracks your logging in and out. So very much like cell phones that have payment plans that can be filled up, somethin
GamingHiatus (Score:1)
Re:GamingHiatus (Score:1)
But I have played a lot of games, UO, EQ, Asheron's Call, Dark Age of Camelot, Horizons, Star Wars Galaxies, The Matrix Online, City of Heroes, World of Warcraft. I have yet to see one that I've quit that hasn't sent me e-mails begging me to come back, "Your characters are all still here!"
H
Re:GamingHiatus (Score:1)
Of course, as it turns out, they didn't really delete characters. They had the whole Return to Vana'diel thing, and people could get their characters back if they'd been unsubscribed for more than 3 months, so obviously they were still
Re:GamingHiatus (Score:2)
So little advancement since UO... (Score:1, Insightful)
Ultima Online was great and I completely understand the limitations of 2D and the dialup Internet of 1997.
Star Wars Galaxies, for example, has the benefit of an exponential increase in processing power, line bandwidth, and even community experience. Yet, we're stuck with the same obstacles of UO and even a few more.
1) Awkward and uninituive controls that harken back to Resident Evil on the PSX. Would it have bee
Re:So little advancement since UO... (Score:2, Funny)
Because nothing creates the "Star Wars" feeling quite like being issued a high tech blaster, then seeing it take dozens of shots to kill a god damned llama-giraffe.
And you haven't lived until you've seen 8 guys standing around a single doggie thingie, 7 shooting it with various laser guns, and one dousing it with a FREEKIN' FLAMETHROWER, for thirty seconds, and the thing doesn't run screaming after the first on
Re:So little advancement since UO... (Score:1)
Hmmm, I wonder if the cantina will be resurrect-a
Dumb quote (Score:2)
Maybe that's because no MMORPG company got off its ass and upgraded their experience with the loads of money they get from the game. Hey we're making millions, lets all buy yachts now. Tomorrow comes: well, we made our money, so I guess we should be happy. Realistically speaking, if one MMORPG decided to invest 5% of the money it profitted back into the game, it'd last 30 years. Of course, the industry... failing to realize this...
more players allt he time (Score:2)
How about Free? (Score:2)