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May 23, 2012

Tag: mmos

August 28, 2009

The Hot Doggin’ WoW Killer

cute-puppy-pictures-stuck-in-couch-cushionsMy good friend Kristen jawed to me the other day about MMOs and the competition coming up on the horizon. She’d been watching recent threads, and saw what seemed to be a running trend among them. This asked a simple question – is (insert game here) a WoW killer? The usual speculation and firestorm of posts resulted, from people confident that the title they were most loyal to was destined to dethrone WoW to those that said it was equally as destined to fail to do so.

While Kristen and I aren’t fond of WoW for a variety of reasons, that doesn’t mean the looming question doesn’t get asked. Will upcoming titles like  Aion, Champions Online, and SWTOR are capable of toppling the current king of the hill from its perch?

There’s a great amount of loyalty and pride that people have in the titles that they follow. Whether that title has 10,000 subscribers or 1,000,000 subscribers, there’s a sort of fierce “home turf” sort of protectiveness that comes from a genuine enjoyment of the game. People call this “fanboyism”, but I like to call it brand loyalty and a defense of something they’re actually liking. That’s not unusual and frankly, plenty fine with me, because games are meant to be enjoyed. Cynics and haters, by contrast, are quick to tear down titles they may have played but didn’t ultimately enjoy, or are sometimes despondent over the fact that even though WoW may or may not be something they like, that nothing will ever drop it from its kingly throne.

Either way, my answer to this question is indirect and of course, sunny. Too much effort is put into wondering whether or not a game is going to kill another game or become #1 on the market. In fact so much effort is expended that people tend to get exasperated, upset, and otherwise furious that their opinion isn’t one that everyone agrees with. Guys and gals, wondering if a game is going to be competitive is the job of the developers, investors, and marketing folks – people with far more stressful jobs than we do. People really need to relax and judge enjoyment of their game of choice on things besides “whether or not this game will kill WoW” – things like personal fun factor, desire to play, and their experience with the games appealing points and its flaws.

Players aren’t the only ones who need to take a chill pill with regards to the WoW killer topic. I mentioned developers above, and worrying about whether a game is competitive is a lot different than worrying about whether your game will kill WoW or not. If I’ve seen a developer or two make a mistake over the past 3 or 4 years, it’s talking a lot of bluster and taking shots over the bow at WoW in an attempt to exude not just confidence in a product but its ability to compete directly with the king of MMOs. In most cases, it has led to at best an underperforming game and at worst, total shutdown. Developers – in this small-time blogger’s opinion, it’s not worth it to worry about WoW that much. Changing or adapting core design elements to try to appeal to WoW players is only going to get you something that isn’t WoW but that also isn’t what you wanted out of the game. It’s just not worth it.

Really, this all boils down to not stressing about the competition in the market too much (because ultimately more MMOs is a good thing, not a bad thing) and simply having the confidence in your game of choice to get subscribers on its own merits. Developers and players both need to realize that being the highly visible, hot dogging WoW killer that screams “lookit me (kill WoW)” is going to end up in a really bad injury or a black eye. I think a lot of people would be a lot less stressed (and therefore feeling a lot better enjoyment of their chosen MMO) if they never really bothered with the question of being a WoW killer, because inevitably, something will topple WoW from its top spot – and it won’t be because of things that make that something WoW-like.

November 24, 2008

Tabula Rasa Requiem

Tabula Rasa (video game)

Hot chick on cover fails to deliver.

So, as many folks are reporting, the MMO Tabula Rasa, Richard Garriott’s latest foray into insanity, has officially been declared dead. Lots of reasons from a declining playerbase to game-breaking bugs, to short-sighted development, to Richard’s mental state have all been stated, but the important thing to say, is, another one bites the dust.

Along with Hellgate London, Tabula Rasa joins recent MMO casualties on a pile of what is commonly referred to as “epic fail”.

Not to worry though – there’s always a silver lining. Failed MMOs always bring with it a lot of depression, but isn’t it great to be free of the chains of monthly subscriptions and slogging through of content that is more buggy than under your kitchen sink? And what about all the forum posting? Aren’t you glad that even though all the hysterical people who declared the death of the game are suddenly and definitively correct, that you don’t have to go onto there to listen to them whine all day (or in this case, crow)? Surely your sanity, as a dedicated fanboi, is much better.

Losing an MMO is like losing a significant other. You might feel bad when it happens and you might even cry about it if you think no one else is looking. But eventually, you get over it, logging it into the mental list of “things you’ll never do…at least while sober”, and you can look forward to attaching yourself like a leech to the next big thing, because the next big thing is certainly and most definitely the answer and cure-all to all your problems, right? You can look forward to going to a new forum, or a new community and proving your blind, mad devotion to the game by typing in all caps and flaming the begeezus out of anyone who dares disagree with you.

Alternatively, if you’re the kind of crotchety poster who likes their MMOs with a bit of salt, just a little on the cooked side, with a temperature of 98.6 degrees and anything else is a ruined product and a failure of epic proportions, just replace all the stuff I said above for all the people who defend games with “bash them to hell while reveling in your armchair developer’s throne”.

And life goes on.

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November 22, 2008

WAR Left 4 Dead (Not the game)

Warhammer Online CE - Female Dark Elf Head

There's more people here - honest!

So in yet another shift on the forums for WAR for which I am a moderator, I came upon, among all the wonderfully positive threads declaring the death of the game, a thread regarding the mass exodus (“mass” being, certainly, the always reliable statistic of mass of forum posters”) of the game. In it was a quote from VP GM Mark Jacobs of Mythic Entertainment, WAR’s developer, about how if they aren’t adding servers six weeks in, they’re “not doing well”.

Obviously no servers have been added – in fact, they were added at the beginning of course, so all the doom and gloomers are having a field day.

Here’s the reply I posted below, which in short, is really – the game is neither doing hugely successful things nor is it completely failing. For right now, it’s pretty much right on tack with what I was thinking, which isn’t a bad thing. So pick up those chins, WAR players!

MMO developers need to stop overpromising and underdelivering. They need to understate their goals to set realistic expectations for an increasingly impatient player base.

I would argue that “how an MMO works” has changed a hell of a damn lot since the release of the current gorilla in the market, WoW. And that’s not just because of WoW, but because of releases than came after it.

How an MMO works has been completely changed by the idea of success being “millions” of subscribers and a carrot on a stick grind to appeal to players (WoW).

How an MMO works has changed by having created the idea that players want things and want them right away, with little tolerance for downtime or bugs or “we’re working on it” awful launch issues (Vanguard).

How an MMO works has changed in that you can’t release something based solely upon equity built upon previous work – the “hey, we did x game, but we left and are doing it OUR way now” (Hellgate: London)

I could go on.

All of this stuff aggregates into current development and release philosophies for MMOs. The problem is, people’s memories are shorter than a kid looking at shiny toys in the store, and when comparing to other products on the market, can only compare to the current state of the product as opposed to the product when released. That’s a bit unfair, but totally understandable.

This all boils down to expectations. If you expected WAR to be something and it wasn’t, then of course there was disappointment, and sometimes anger. I close unproductive goodbye threads every day from people who say things that would make their mother wash their mouth out with soap and a detergent brand, if you could do that without being sued or arrested. They’re mad because they didn’t get what they thought they would.

Many people, mostly late adopters, who subscribed to WAR expected the “WoW killer”. WAR was never meant to be that game. A lot of people like to say that WAR tried to be “WoW lite with PvP”, but all that was done was something done in lots of MMOs – taking successful elements from other games and giving it your own flavor, something Blizzard does extremely well.

This only accounts for some of the people who left, but the real key is whether or not Mythic expected the loss they are experiencing. You’d have to be foolish to think Mythic didn’t know they were going to take a subscriber hit with WoTLK. The degree of that hit is unknown, but the real, true test is how WAR does through the next two or three months. If they can’t maintain the subscriber target they’ve set (a number we’ll never know), they will have real problems. But I don’t think they have unexpected issues regarding subscriptions now.

That being said, the article quoted is another in the long line of developer quotes that later end up creating foot in mouth syndrome. I’m certain Mark knows this too, but as a developer or member of the development company, you need to only rarely introduce concrete statements or numbers unless you’re near 100% certain. The reason being, is that the community will crucify you for your words later if you don’t deliver. That quote, along with another quote regarding GOA’s level of service and the “deal is off” if it isn’t, are two such quotes.

Seeing that quote, however, you can see why the decision was made to open more servers. The game’s biggest issue in my eyes, its population spread, is the result of a decision made by the company to either have an awful launch with overpacked servers and long queues, or to launch with more than enough servers to handle the load but suffer problems from people leaving off of underpopulated servers, or leaving the game entirely due to no “massive multiplayer” in MMO. Clearly, with the bad history of launches like AoC and Vanguard had, the latter was chosen – totally understandable. But it created a problem that still exists now, and I’m curious to see how Mythic approaches it.

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