MMORPGs And Franchises 70
MMORPG.com has an interesting piece on major franchises and their relation to massive games. They take a look at the question of whether or not virtual worlds are appropriate venues for IPs. From the article: "It's precisely because of that 'famous world' that we run into trouble. The more famous it is, the higher the expectations that players put on it. This leads to the developers having less and less flexibility in the way that their world is built, the rules that they choose to use, and the content that makes the game interesting."
"Hi, I'm an on-line gamer ... (Score:2)
I like your game a lot, I feel the virtual reality that you provide to be satisfying. In fact, I left reality on June 8th, 2003 when you launched your first server. Since then, I have preferred destroying for endless hours day after day and on multiple occasions have, as a result, been accused of being a scripted bot by a game master.
I appreciate you trying to make changes to the game
Re:"Hi, I'm an on-line gamer ... (Score:2)
Changed for the better?
Look at all the empty servers. SWG probably doesn't even have 100K paying subs left. It had 300K a little more than a year ago.
It doesn't matter if the game is "better" if the paying customers don't agree and quit giving them money.
Oh, and there are at least 3 pre-CU (SWG Publish 14.1 or e
Re:"Hi, I'm an on-line gamer ... (Score:3, Interesting)
Don't be a gamer, be a Sony executive (Score:1)
What did they have for the kids? Nothing! So SW:G and its 'sandbox' became SWG:G-NGE, perfect for porting to Xbox 360 and Playstation 3 and Nintendo Revolution, and the kids could be Luke or Leia or Obiwan or whatever.
The article points out that, in licensed properties, the player can at best only be a bit player in the story of the world, since whenever they and a licensed character are
Re:"Hi, I'm an on-line gamer ... (Score:1)
MMORPGs and Franchises (Score:3, Interesting)
On the other hand, a rigid franchise doesn't always sit well in an open ended context. Galaxies, in particular, suffered from being squashed into a particular spot in a particular, well developed time-line. Basic changes that were needed to make the gameplay work clashed with the requirements of the franchise.
Personally, I think the best balance occurs when you get a reasonably open-ended franchise, which sets the scene and brings a fan-base with it, but has no particular plot committments. Final Fantasy XI and World of Warcraft are probably the best examples and are, of course, among the most successful MMORPGs around.
Re:MMORPGs and Franchises (Score:1, Insightful)
No, WoW is a good example. FFXI is a terrible example.
First off, WoW. It's based on a universe, in which there is a lore set up. It's been followed by a "focused" story line based on certain characters. Now, WoW has it easier than, say, Harry Potter (it was suggested in the article) because WarCraft was always designed as a game universe. However I think that WoW proves tha
Re:MMORPGs and Franchises (Score:2)
Re: (Score:3, Informative)
Re:MMORPGs and Franchises (Score:1)
When's the last time you watched a Star Trek show? Theres at LEAST three different time periods a Star Trek MMO could take place in, each with with its own different quirks (Enterprise would have to be very strategic due to low tech and slow engines at the time, original Star Trek would be focused more on
Re:MMORPGs and Franchises (Score:2)
You're right. It's not based on a previous universe any more than any previous FF game is based on any other FF game.
The common elements are fun, true. The Chocobos, Moogles, Airships, Cid, Omega Weapon, and so on, are all fun when you play a new FF game after playing an old one. But they are not what draws people back.
It's the franchise, not the universe. FF is a known quantity, and has been known to be good for a long time. Whenever you pick up a
How can they totally leave out WoW? (Score:4, Interesting)
Yeah, the Warcraft universe isn't comparable to Star Trek, Star Wars, Lord of the Rings, or Harry Potter, since they came from different media, but you can't argue that the Warcraft IP didn't exist or that it wasn't very popular. Yet Blizzard found a way to keep the lore intact AND build a hugely successful MMORPG at that.
Re:How can they totally leave out WoW? (Score:3, Interesting)
Re:How can they totally leave out WoW? (Score:2)
Well, here's MY take on it (Score:2)
For all his ever-changing visions, and all his later getting on a stupid quest to undo the very good-vs-evil foundation of his universe (the jedi weren't apparently all that good and noble, and the sith were just the other sect according to episodes 1-3), Lucas started from scratch and
Star Trek, Wing Commander Privateer, etc. (Score:4, Insightful)
I still don't understand how Star Wars got the first choice as an MMORPG. While the books create an expansive universe, only the hardcore fans are familiar with it. This guy has the right idea:
Amen. All the way back in 1996 I was contemplating the idea of Star Trek combat. Nearly all the Star Trek action games to date had failed miserably, but always because they tried to simplify the controls down to a flight simulator. What you need are actual officers sitting in each position, giving the commands, firing from tactical, flying from the conn, etc. i.e. You'd need a staff of about 4 people on each ship, linked up via the Internet, and able to hear each other speak. The idea seemed sound enough.
Then I considered the matter of away team missions. Why not add in an FPS mode where you could explore a planet, fight with a Gorn, or wage all-out-war with the Dominion. At the time this seemed like an unrealistic idea. But as the idea of MMORPGs started to take off, the idea seemed more and more appealing. I think the technology would now be able to make it happen. You'd need some sort of command structure, but such a game could recreate the experience of being in the Star Trek Universe. It seems so obvious, that I'm surprised that no one has picked up on it until now.
Another game that needs a chance was the failed Wing Commander: Privateer MMORPG that was being worked on. If there was ever a more perfect Universe for a SciFi MMORPG, I haven't seen it. It's got dog-fights, trading, sub-plots, factions, everything! In fact, if you add multiplayer to the original game, you've pretty much got an awesome MMORPG! Unfortunately, EA pulled the plug on it after they screwed up the Wing Commander series with their lackluster Prophecy. With the renewed interest in the Privateer Remake [solsector.net], you would think that EA would be chomping at the bit to get back into the market. Go figure.
Re:Star Trek, Wing Commander Privateer, etc. (Score:2)
I've seen suggestions along these lines a couple of times now from a variety of sources. The one thing that leaps to mind for me is that, while the theory of MMORPGs allows for bridge crew, federation command, and away teams, the reality of the masses of ORPG players tends to not work quite so well.
I played Anarchy Online as a paying customer for about 2.5 years. The org I was in was great and had people who'd played from the begining, but we routinely ran into problems when trying to get teams set up t
Re:Star Trek, Wing Commander Privateer, etc. (Score:2)
Re:Star Trek, Wing Commander Privateer, etc. (Score:2)
I think the best way to handle a MMORPG of this sort is to keep the crew-size to a handful, such as in Joss Whedon's Firefly. Gameplay should be mission-based with facilities to help put together a crew (pilot, medic, engineer, grunt, trader) appropriate to an available mission (salvage, delivery, bounty, exploration, etc).
Player's could eventually own their own ships, but to start out they would be requisitioned one for a one-time use with each mission, similiar to how some truck drivers earn a living.
Re:Star Trek, Wing Commander Privateer, etc. (Score:2)
Re:Star Trek, Wing Commander Privateer, etc. (Score:2)
RE: playing different positions (engineering, tactical, helm), that could be covered by classes. You're a commander, you're an engineer, you're a pilot, etc. Per character, you'd be locked into a given role (just like traditional MMO's), and your pilot character couldn't take over the medical duties.
RE: Who's in charge, if you're the commander class, you can captain a ship.
The class of ship you can work on is dependant on your level, and perhaps on specific skills within
Re:Star Trek, Wing Commander Privateer, etc. (Score:1)
In order to have some sort of command structure, you've got to make it an earned game mechanic, which means spending time progressing through the ranks. I don't think anyone wants to play Ensign Wesley Crusher in their spare time.
Re:Star Trek, Wing Commander Privateer, etc. (Score:2)
Of course, bitslinger_42 makes a good point that everyone will want to be a captain. Thus the only thing I can see is:
1) Start everyone on ground-assault duty.
2) Everyone vies for Starship duty as more and more ships are added to the game.
3) Work your way up as Lieutenant on Conn or Ops, Lieutenant-Commander on Tactical, and finally Commander or Captain to run a ship or starbase.
4) If y
Re:Star Trek, Wing Commander Privateer, etc. (Score:2)
Don't get me wrong, I like the sounds of the game, particularly the pseudo-reality of it, if there can be such a thing.
Even with starting everyone on ground crew, there can be issues. First, and foremost, is the chicken/egg problem: if everyone's ground crew, who's the captain? If the captain is pre-seeded, then how do you remove him from such a post?
The other problem is longevity. For the events to be useful and fun to the people who put the time, effort, and money into being promoted, the underling
Re:Star Trek, Wing Commander Privateer, etc. (Score:2)
No one. You start with no real ships online. People are just magically transported to planets where they have to earn their rank. Promotions would be quick in the early days as the Admiralty (i.e. the guys running the game behind the scenes) begin bringing ships online (i.e. adding new units to the game) and handing out promotions.
If the captain is pr
Re:Star Trek, Wing Commander Privateer, etc. (Score:1)
The solution is Guilds.
I can easily see guilds following a command structure. Yes, your average every day game player wouldn't follow orders unless he got some reward out of it, but guilds would definitely have the organization needed to pilot large ships. Captains would be guild leaders or else have some authority in the guild, while lower ranks would have little.
The only problem you run into is solo players who like playing in a dynamic environment that a MMORPG allows, but aren't social enough to
Re:Star Trek, Wing Commander Privateer, etc. (Score:2)
If that tv show lasted 8 hours, with limited breaks for eating and going to the toilet, people might have a lot more trouble!
Seriously though, the idea of being able to do anything 'epic' in half an hour is anathema to current MMO designers.
Re:Star Trek, Wing Commander Privateer, etc. (Score:2)
Interesting. I'd add to the "scheduled" events the possibility of pseudo-random things happening whenever a certain number of crew members are logged in. For example, if there are at least 2 bridge officers and, say 8 crew available, then there's a chance that some random event will occur (containment problem of the warp core, random sentient rock materializing to port of the ship, etc.) After all, battles and problems rarely occur on schedule. Having the chance of random events occuring will just add t
Re:Star Trek, Wing Commander Privateer, etc. (Score:1)
One interesting thing about your idea is that it provides a natural way to split the game down into what Blizzard would call "realms": one per ship or planet. There is never a situation where a realm needs to be in contact with more than a small number of other realms (when ships dock, for instance). Thus, the game universe will scale to any number of players just by adding more servers. I don't think WoW does this very well.. ideally, you want all players to be in the same universe, n
Re:Star Trek, Wing Commander Privateer, etc. (Score:2)
'Tis true, but unfortunately the Star Trek universe seems to have a rather idealized rank structure. Rather than the current structure of Officer == Guy in Command of Something, we see that pretty much everyone is an Officer with Technical or Scientific Specialists replacing the need for enlisted personnel. Being true to the Star Trek U
Re:Star Trek, Wing Commander Privateer, etc. (Score:2)
Re:Star Trek, Wing Commander Privateer, etc. (Score:1)
Well, of course (Score:3, Insightful)
Re:Well, of course (Score:3, Funny)
WoW (Score:5, Insightful)
Now some will argue that WoW was far from "done" when they released it, but that would be an asinine statement. All MMORPG's go through an initial struggle at launch because that is the first time real players, not the beta testers, get involved, and with millions more people checking it out, the glitches are bound to show up.
But, I played WoW in beta, and am still playing it today, and while I do not agree with every change, or even necessarily their pace for patches and updates, I am quite satisfied with the game and happy to pay for it.
Re:WoW (Score:3, Interesting)
Welllll, I wouldn't say never
Re:WoW (Score:2)
As you point out yourself, they knew problems were there from the beta. The issue wasn't so much lack of testing-- they knew it would asplode-- but a lack of fixing.
Re:WoW (Score:1)
Re:WoW (Score:1)
Star Wars Franchise Notwithstanding (Score:4, Interesting)
Oh yea, very high expectations of a MMORPG that wasn't fundamentally changed and nerfed every few months. It's undoubtedly because of Star Wars' fame that players such as myself had such high expectations from the game: that it WORK; that it make sense to play it.
Puleaze.
It's all about the gameplay. The big companies still haven't figured out yet that most players really don't give a shit about derivative work. Granted, if you stick "The Matrix" on some title, there is a set amount of dingleberry-brained consumers who will buy it, but a MMORPG doesn't live by those rules in the long run.
Re:Star Wars Franchise Notwithstanding (Score:1)
You are so right. I bought the game on launch day and only lasted 2 months. It got to the point that they where nerfing you to uselessness and the entire game was just a massive grind. I have no great urge to grind my life away and pay for the privelege.
Re: "it's all about the gameplay" (Score:1)
Living lives in an MMORPG (Score:2)
From TFA, I think that Dana Massey has it spot on and Jon Wood is completely missing the point. The changes that have happened in Star Wars Galaxies have "supposedly" happened to make the game more "Star Warzy" (their term, not mine). The result has been to force players into a very narrow range of professions apparently based on movie characters (such as my personal favorite, the medical droid who took care of Luke at the end of EpV).
People used to be able to live out virtual lives in SWG, including takin
Re:Living lives in an MMORPG (Score:1)
Re:Living lives in an MMORPG (Score:5, Insightful)
One of their iconic classes, Bounty Hunter, had its iconic skill borked with no real PC bounties to hunt for god knows how long. Another, Smuggler, had (has) nothing to smuggle. Creature Handlers went from overpowered to useless and then to being omitted entirely. Jedi wavered between non-existent to flooding everything, trivial to kill, and then nearly impossible, and now back to trivial. I'm not even sure how the changes make things more "Star Warzy," it just prunes impotent classes and makes balancing trivial.
Most damning of all, the "authentic" armor took a backseat to one and only one type of armor, composite, which I don't even recall seeing in the movies. Pistols and carbines took a backseat to rifles, martial arts, and mad scientists carrying bottles of disease.
People who play a Star Wars game would want to see locations from the movies and some from the EU. Check. Exciting battles of Imperials vs. Rebels that have consequences. Failed. Exciting blaster fights, as opposed to armies of ninjas in composite chucking poison at each other. Failed. Smugglers smuggling, bounty hunters bounty hunting, creature handlers handling creatures. Failed. Exciting space battles. So-so... and implemented far too late into the development cycle.
And this is not even discussing the incredible gameplay glitches, imbalances, and complete lack of content. None of this has to do with the Star Wars license, except the devs' poor decision about timeframe.
Re:Living lives in an MMORPG (Score:1)
Because after Han Solo and Boba Fett, everyone knows that the fat guy crying over the Rancor was the most awesome guy in the movies.
Re:Living lives in an MMORPG (Score:2)
Star Wars Galaxies (Score:3, Interesting)
If WoW did something similar, it would be a disaster. Thankfully, they're probably not that stupid.
One Problem (Score:2)
Re:One Problem (Score:4, Insightful)
Had they just ruled out Jedi from the start or made them as rare as they claimed they were going to be, and then spent time fixing bugs and tweaking the other professions instead of futzing around with Force Sensitive systems, they would have had a killer game.
Instead they had weak PvE, weak PvP, entire professions that were essentially useless, skill branches in almost every profession that were essentially useless, and horrible servers and bugs. It took them, what, over a year to fix not warping when you're in a sitting animation?
The fact that people played the game as long as they did is a testament to the fact that a Star Wars game could definitely be a hit, if done correctly. Even if most people didn't know about the EU, it would be easy to make a game set after the movies with the weakened Imperials and the Rebels on even footing. There would be plenty of recognizable characters, uniforms, blasters, everything. Even a justification for having Jedi. As it is, they didn't even use the characters from the time period they chose. Vader, Han, Jabba... they were all just cardboard cutouts sitting in a shack in a random corner of some planet giving out missions to talk to someone and retrieve a battery. I think exploring Jabba's Palace as a hostile dungeon filled with those spider-brain monks would've been more exciting than having Jabba reduced to quest_npc_X.
No, no, it's entirely the fault of the devs. This whining about working with existing franchises is a bunch of bullshit.
Re:One Problem (Score:2)
Hell, most of the time you're not even fighting Stormtroopers. You're vaping random nests of critters and small-time pirate encampments. Fine, Luke started off bullseyei
Re:One Problem (Score:2)
Boba Fett, Han Solo, Wedge Antilles... more of the same problem.
Blanking on the soldiers though. Everyone with a name was apparently an Officer or above.
Re:One Problem (Score:2)
Re:One Problem (Score:2)
Re:One Problem (Score:2)
In single player games, this is not a probl
Agreed - Franchises are bad. (Score:1)
Re:Agreed - Franchises are bad. (Score:1)
Tabletop RPG properties are a different style of franchise. What make them popular is the quality and creativity of the fantasy world and the combat/game mechanics that they use. Whilst they do have their heroes (Drizzt), they are already focused around you and your part to play within the world, something that if done right shall suit MMOs quite nicely.
There is still the danger however, of using a property that has already extended itself. Forgotten Realms being a primary example, as it has distingui
Ooo, paradoxy. (Score:2)
Is that a case of living up to the original or the "It just wasn't the same" concept that seems