I check out a lot of other blogs in my spare time and I probably should respond to a few of them a bit more – there’s lots of talented folks out there who write about subjects that I’m interested in, and beyond that, quite a few that I can inject a bit of responsive optimism into. Today I poked into one such post by Keen, who writes that most if not all MMOs post-WoW apparently have only 3 months worth of shelf life and are built to “achieve failure”.
Whoa there, cynical train, stop pulling into the station. The idea that MMOs these days are built, consciously or unconsciously, to fall on their face is a bit of a sad analysis of affairs, is it not? I feel bad for Keen, as it appears he’s fallen into a pattern of creating positive posts about an MMO only to be dashed against the rocks and end up disliking it. I wouldn’t say that MMOs these days are built to fail within a time period of 3 months, per se. Rather, I think that MMO developers in general are finding that making a game such as WoW, or Everquest, or anything else for that matter is a work in progress rather than a finished product.
Players, however, don’t quite follow the same mindset. Some of this may come from the fact that the playerbase is larger, which means that the old school MMO player finds themselves surrounded by folks who were not raised on games like UO and EQ, but rather on things like console games and modern online play, which provide a mostly finished product with additions and bug fixes being the only thing that needed changing. The issue is that the mentality is transferred to MMOs, where finished products are expected of virtual worlds that are always changing and never quite set in stone. When these players crash up against the fact that an MMO is not only persistent but not something that has a closed end to it, they’re not willing to be as forgiving as they good be. The mass migration and practice of MMO tourism is pretty much based in this mentality.
The other fact is that the mentality of a finished product that is able to provide years of entertainment infects old school MMOers like Keen, too. There’s a bit of selective memory in some of us folks who’ve been around for a long time – we don’t really remember the fact that UO took years to fix some core bugs and player-killer issues or that EQ raids sometimes had issues that crippled encounters. We don’t really remember that in FFXI you used to be able to (accidentally or not) run a mob who was chasing you to the end of a zone for some poor adventurer to die to upon entry. We don’t even remember that WoW’s release had a couple classes that were arguably not fleshed out and a dungeon system that shouldn’t have, but did have some busted pull issues. We just remember when it was fixed, polished, made easier, or otherwise was made to be more fun, more engaging, and yes – more of a finished feel. That’s the stuff that takes more than 3 months.
I don’t think I’m saying that people should change their playstyle if they like to rush to level cap, prefer to take their time, or yearn for the increased difficulty and dynamic sandboxing that Keen does. You can only really stand in the way of that flood for so long. Nor am I advocating that developers release unfinished or unpolished products that they can use for a quick buck, either. What I am advocating, is a little bit more of a positive outlook and perspective on MMOs that last, persist, and have a community that sticks around for 3 months or more. A sort of idea that MMOs have bugs, have balance issues, have only a limited amount of content based on game design constraints, and most of all, that things can be changed, updated, or worked on. A chance for something like an MMO to evolve and grow with its interested playerbase, that understands and can commit to things being a work in progress and not an immediate failure.
I think if people adopted more of this attitude, both on the player and developer side, that we’d have less MMO “failures” and more MMO successes in the market – or at least a bit more shelf life to today’s MMO market. They say hindsight is 20/20, but I’d like to say that when it comes to foresight, you can only hope to get as good as 80/40, or worse. Why is this? MMOs, as I’ve said, are a work in progress, always persistent, always changing, and always affected by its players in new and unique ways, whether through innovation, or through bugs and exploits. There’s no real good way to test for the dynamic nature of human player interaction on a large scale. It’s why developers rely on meaningful feedback that isn’t a rant to fix and change things.
If the players were more positive on the long term outlook of a game that inevitably has to be changed and fixed, and the developers were more positive on the right kind of player feedback that can make their game better (even if it undoes the design a little), we’d have happier folks overall, and not ones that have a contentment level lasting 3 months.