Square, FFXI, and the MMORPG
LukeG writes "Squaresoft's latest instalment in the ubiquitous Final Fantasy series will mark huge departure from previous titles, as they gamble on the popularity of massively multiplayer gaming on consoles. The genre, already succesful on the PC, has yet to be tested on a console audience, but that is exactly what Square are planning with the groundbreaking release of Final Fantasy XI later this year on PS2." I'm interested to see the FF world taken to an MMORPG. If anyone can
make the genre not suck, it's Square.
For those who aren't interested in reading 9px Arial font with few line breaks, or the fanboy details/speculation (like what kind of magic Red Mages can use, or how desolate the Saltbelt Plains are), here's the meat of the story:
All of that information is taken from the article, not my own a priori knowledge or opinion.
"First you gotta do the truffle shuffle."
I don't get it. How final is a fantasy when there are dozen of them?
Taken from www.videogames.com, here is the origin of the name "Final Fantasy".
"First you gotta do the truffle shuffle."
Massive Multiplayer Online Role Playing Game
1. Revenue Model I'd love to know how Square intends to charge for the game. Generally, MMORPG games for the PC use a two-part revenue model: $9-$50 for the game software, then an additional $5-$13 per month for a game subscription.
Given the massively multi-player nature of the games, they require enormous support including servers, game masters, billing and account support and on and on. For a decent analysis of these costs, check this out. The bottom line is that it's expensive, way more expensive than your normal game. Square has two sets of considerations here: They probably don't want to become the company to try charging a monthy fee to Console folks who tend to skew younger and have less experience with this genre. This would lead them to either jack up the software price and minimze the monthly fee, or design a game that runs more like Diablo and less like a true MMORPG. On the other hand, these games have network effects, the more people playing them, the more fun they are. That would encourage square to come to market with a low price and use the subscription model to make it up on the backend. It will be interesting to see which way they go.
2. Audience and appeal Despite the buzz, the existing market for MMORPG games is very small, maybe 3.5-4 Million worldwide, and arguably only 1-2 million in the US. They are a unique bunch of people. Given the hardware issues its relatively clear that a console isn't the best platform for these types of games. To overcome that, a console game will need to broaden it's appeal and lower the complexity and learning curve considerably in order to succeed. It will be interesting to see what things square removes from the genre to do this. Based on the coverage in the article, it seems as though trade skills will go completely. So will (I guess) much of the politics and diplomacy with respect to clans and factions. What they have left will be something very different than todays MMORPGs. It sounds like MMORPG lite. Not a bad thing, just very very differnt.
In the mean time, people like LucasArts are working on Star Wars Galaxies to try to popularize the genre a bit by using a huge and popular license. It will be interesting to see which way is more effective.
3. Cost These things are big budget to develop. Given Square's failed film and new management, it will be interesting to see how much cash they are willing to risk on something this new. Square has never been known to go cheap, and I bet they risk a bundle on it. It had the potential to be another very high profile flop for them.
But then again, nothing risked, nothing gained.
It should be fun to see what happens. -rg
There's a very good reason for doing combat EQ-style -- it's a lower barrier to participation.
For a game to really hit the mass market, as EQ has, it needs to appeal to geeky guys, less geeky guys and even un-geeky women. EQ does that and the fact that there are no rigorous action components to the game makes this possible.
If EQ had Quake-style combat I bet it would have far fewer participants. There's a place for that kind of product (Planetside), but it will always lag far behind a game that 30 year old geeks and 15 year old schoolgirls can enjoy equally.