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GDC: 10 Reasons NOT to Make MMOGs

Warrior-GS writes "Gordon Walton, who helped create such games as Ultima Online and the Sims Online, is at the Game Developers Conference giving a seminar on "Ten Reasons You Don't Want to Run a Massively Multiplayer Online Game". GameSpy has been providing coverage of GDC, with several game previews and several conference reports. They also have a hands-on report of the Nokia N-Gage from four of their editors, and a somewhat unorthodox report of the Game Developer Choice Awards, where Metroid Prime was named Game of the Year. The convention continues through Saturday."

266 comments

  1. and the #1 reason...... by stratjakt · · Score: 5, Funny

    They suck once you realize it's just an IRC chatroom with graphics that you're paying $40 a month for.

    --
    I don't need no instructions to know how to rock!!!!
    1. Re:and the #1 reason...... by rblancarte · · Score: 0, Offtopic

      And I thought you were going to say that it prevents you from getting .... FIRST POSTS!!!

      RonB

      --
      It is human nature to take shortcuts in thinking.
    2. Re:and the #1 reason...... by GabrielPreston · · Score: 5, Informative

      I realized this two weeks into Everquest's release and went straight back to MUDs. Least its free and I still get to kill stuff. I've yet to find an MMOG that can actually hold my attention. Too much going on, and I'm too limited to where I can play from. IRC, MUDs, whatever have you, they are accessible from anywhere, require any barebones system, and still let a person envision the game and characters in whichever way their mind chooses. People always say the book is better than the movie. The same goes for MMOG's.

    3. Re:and the #1 reason...... by ZillyMonk · · Score: 1

      Are there actually any MMORPGs (excluding certain MUDs) that even cost more than 12-15 bucks a month?

    4. Re:and the #1 reason...... by Anonymous Coward · · Score: 0

      Yeah, two weeks is enough to evaluate a game...Good job!

      And you're right, MUD's are so much better...like Zork! Who needs cool graphics when you got ASCII!

      I bet you're also one of those people that only watch Anime movies that are subtitled.

      Also you don't own a TV, because they're SO un-cool.

      And how DARE someone try to make a movie out of a book! You're just SO above all that.

      Bet the girls are all over you huh?

      Mwhahaha. Get a life.

    5. Re:and the #1 reason...... by Anonymous Coward · · Score: 0

      And you're right, MUD's are so much better...like Zork! Who needs cool graphics when you got ASCII!
      [...]
      Bet the girls are all over you huh?

      Mwhahaha. Get a life.


      If you have a strong opinion about MUDs vs Everquest, then you've probably got girl/having-a-life problems regardless of your position on the matter.

    6. Re:and the #1 reason...... by Kirruth · · Score: 1
      I like MUDs/IRC as well as MMOGS, but the appeal is different. They always say the scenery is better on radio, and the same applies with a good IRC adventure: imagination creates a very compelling world. On the other hand an MMOG can be very immersive, and does seem to build stronger communities: it's more like going to a movie.

      You pays your money and you takes your choice. Except you, um, don't pay any money for IRC ;)

      --
      "Well, put a stake in my heart and drag me into sunlight."
    7. Re:and the #1 reason...... by Anonymous Coward · · Score: 0

      This should be +3 Funny!

    8. Re:and the #1 reason...... by Anonymous Coward · · Score: 0

      Actually, I have no opinion on the matter at all, I just hate people who think they are above everything else that other people may find enjoyable...like the bonehead I was replying to. And that he tried something for 2 whole weeks and then makes a sweeping statement about it. I mean, COME ON!

      And as far as me not having a life, who cares? Will anyone really care 100 years from now? 10 years from now? 10 minutes from now?

      But anyway, I've been married for 12 years and have 3 kids...all girls. So I guess you could say I have girl problems. Needless to say, I don't have time to play Everquest, much less playing a MUD...or replying to Slashdot articles...but I don't let that stop me from venting an opinion.

      Mwahahaha

      Peace out man

    9. Re:and the #1 reason...... by Anonymous Coward · · Score: 0

      Most people on /. seem to fall into the married w/kids category or the dateless and lonely category. The small percentage in between? Assholes.

    10. Re:and the #1 reason...... by oregonnerd · · Score: 1

      Anonymous...have you ever felt you may be (1) somewhat opinionated (2) lonely yourself--probably for [intellectual] stimulation (3) somewhat low in self-esteem, which is why you vent on others? A lack of experience (which would seem inevitable given the fact that sane people don't post [primary, ISP] e-mails and thus remain anonymous) makes it rather likely that any categorical assumption>definition is by nature false. IE...not all married people have kids, not all people are dateless AND lonely...and 'assholes' is so potentially broad as to be meaningless. 8]. All that aside, it was an amusing comment.

      --
      oregonnerd...a nerd in Oregon, of course
    11. Re:and the #1 reason...... by plover · · Score: 1
      I think MMORPGs build "stronger" communities through volume. Sony has, what, 2 million users of EverCrack? Most MUDs have memberships in the hundreds or low thousands (if that.) The sheer numbers would indicate that you'd be more likely to meet up with other like-minded people, regardless of the situation.

      But yeah, it's more like going to a movie

      --
      John
  2. why the red banner? by loveandpeace · · Score: 1

    i thin kit'swonderful that someone inside the industry is talking about the limitations and pitfalls. it gives their conclusions more credibility, while the anti-everQuest folks often sound like whiners.

  3. I'd comment on this... by Anonymous Coward · · Score: 5, Funny

    But I need to get back to the game, sorry.

  4. Also see... by Kappelmeister · · Score: 4, Informative

    Slashdot's February 2002 story about the technical challenges in starting a MMORPG.

  5. Brought to you by the letter "M" by Sgs-Cruz · · Score: 4, Funny
    Why you don't want to make MMOLRPG Haiku:

    Internet attracts
    nitpickers with no money;
    driving you to drink.

    --

    Karma: pi (Mostly due to circular reasoning in posts).

    1. Re:Brought to you by the letter "M" by Anonymous Coward · · Score: 2, Funny

      bandwidth not enough
      for witty reply to this;
      lamer types, "me too"

    2. Re:Brought to you by the letter "M" by MWoody · · Score: 0

      Why would this make me not want to make a MMOLRPG Haiku?

  6. Metroid Prime by FortKnox · · Score: 2, Interesting

    Before naysayers come out through the woodwork, know that serious gamers that have played through have absolutely loved the game. Me, being a hardcore Metroid player on the NES loved all aspects of the game, and loved how they stayed true to the franchise (including the music) in all aspects, except one very minor one.

    And, yes, Metroid Prime alone is worth buying a 'cube for (hey, super mario melee makes for an excellent side game, too).

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    1. Re:Metroid Prime by stratjakt · · Score: 2, Interesting

      I agree, Metroid Prime was a great game, and they did a great job turning it into an FPS.

      I was worried they'd ruin it, but it still felt like metroid, with all the exploring and powerups. The graphics and sound were incredible with lots of variety, and the gameplay was smooth and easy to master.

      It definately knocked Halo out of the 'best console FPS ever' position in my book.

      So far I've liked my GCN better than PS2 or Xbox, so far as quality of the games at least.

      Of course to say such is to start a goofy flamefest that noone wants to be involved in.

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:Metroid Prime by dimator · · Score: 2, Insightful

      I'll mostly agree with you, but I thought prime was a little too easy. Since you know the NES version, you'll remember how hard that was to beat. (Now that I have NES metroid unlocked on the GC, I'm playing through that, and I'm having a hell of a time keeping from dying!)

      Despite the incredible production value, Prime just wasn't as challenging.

      --
      python -c "x='python -c %sx=%s; print x%%(chr(34),repr(x),chr(34))%s'; print x%(chr(34),repr(x),chr(34))"
    3. Re:Metroid Prime by takotech · · Score: 1, Informative

      Especially since they are inlcuding Metroid Prime with the purchase of a new Game Cube.

    4. Re:Metroid Prime by Anonymous Coward · · Score: 0

      The bastards. I coulda saved 50 bucks if they had started the promotion sooner ;)

    5. Re:Metroid Prime by Azureflare · · Score: 1
      I don't see how you could like the NES metroid, and not like Metroid prime. I really don't think naysayers will come out of the woodwork, unless maybe they never played metroid before, and don't like that style of game.

      Wow. There were a lot of double negatives in that paragraph ;)

    6. Re:Metroid Prime by mrjive · · Score: 1, Insightful

      Have you tried beating it in hard mode? In under x hours? With 100%

      The thing I like about MP, that I liked about Super Metroid, is that you can beat it, or you can beat it

      You will probably need to go through the game several times before you come close to even mastering it (or remembering where all the items are).

      For the longest time I was dissapointed that they didnt release a Metroid for the N64, but now that I've played MP, I'm glad they waited. The game is truly stunning in looks, gameplay, and immersion.

      --
      If you can't beat them, arrange to have them beaten. -George Carlin
    7. Re:Metroid Prime by weeboo0104 · · Score: 1

      Did you reach 100% completion?

      I just finished @ 94% on "easy" setting. There are a number of things I didn't scan and I'm probably missing 8 missle power-ups. Need to go for 100%!!!

      --
      It is easier to build strong children than to repair broken men. -Frederick Douglass
    8. Re:Metroid Prime by Anonymous Coward · · Score: 0

      >Despite the incredible production value, Prime just wasn't as
      >challenging.

      That's why I'm living in Europe. We'll get a harder version ;-)

      I also thought that Metroid Fusion was a bit unballanced. Some of the bosses were quite hard, but most of the reast was rather easy. Of course, if you want to see the *real* ending, welll, that's a different story...

    9. Re:Metroid Prime by Anonymous Coward · · Score: 0

      What PS2 fanboy modded this whole thread "Offtopic"?

      From the topic:

      "Metroid Prime was named Game of the Year"

    10. Re:Metroid Prime by Anonymous Coward · · Score: 0

      one thing that sucks going from 2D to 3D: the control is weak-ass.

      The original metroids required some split second timing and targeting. the strategy in metroid prime is like, lock onto a boss and dance around. pretty lame.

    11. Re:Metroid Prime by 3Y3 · · Score: 4, Funny

      The reason the first Metroid was difficult would be the fact that you had NO MAP!!!

      Sure you could create some bastardized atlas yourself on severla hundred pages of paper using nothing but fat Crayola markers, but really...I'd rather not go into the childhood trauma which was losing those maps.

      --
      ---- Anyone can act smart, but it takes a smart person to act stupid. ----
    12. Re:Metroid Prime by Sabotage · · Score: 1

      I thought it was the most difficult game to complete that I have EVER played... Let me tell you why (and hopefully someone can offer a solution to my problem):

      So I'm pretty far through... I've got the Phazon Suit. I start looking at the clues for where to pick up the runes. Great! I get to about 7 and I grab one of the ones that's in Phendrana (I can't remember.. Spirit maybe). I run through the rune on the screen, it says I've collected a rune. The game changes over to the inventory screen and I don't actually have the rune...

      So I figured I'd save there and restart the game to see if it either appeared back in its original position, or appeared in my inventory. Nope. And, because there's only one save game available within the game (instead of multiple save slots where I could have kept a backup game), I am screwed. I went back to the rune location and it is gone.

      So, I personally believe I have to start over. I haven't seen any kind of cheat on the web anywhere that'd let me fix my problem (if there was an "all runes" cheat it'd be perfect because it would fix exactly my bug). Anyone know if there's anything else I can do?

    13. Re:Metroid Prime by bonch · · Score: 1

      "Hard" mode is unlocked when you beat it.

      Also, you should've played it with the hints system disabled that told you your next target location...felt like Super Metroid again, with the exploring and exploring to find that one place you didn't go.

    14. Re:Metroid Prime by Equinox · · Score: 1

      The original metroids only moved four directions...and one of them was quite predictable.

    15. Re:Metroid Prime by Anonymous Coward · · Score: 0

      You insensitive clod! Mapping was the best, most fun part of gaming in my youth!

      Indeed, the thing I hate most about current games with their beautiful curves and differences in height is that *you cannot map them*.

      Hmm, maybe I should have become a cartographer instead of a programmer, now that I think of it...

    16. Re:Metroid Prime by WNight · · Score: 1

      This is something I don't understand about console games. They're all bloody hard, in annoying twitch ways. Even RPGs find ways to put in a ton of twitch crap. Zelda 64 had mini games which, while technically optional, were as good as required, and it's just the first example.

      PC games, not console ports, seem so different. They'll give you multiple difficulty levels so you can finish even if you're a gimp, or so you can fight for every inch, if you want. I like this. If the gameplay is dull (yet another FPS for example) I can drop the difficulty a bit so it's not terribly challenging and just explore the puzzles, but if I keep playing a game because I like the gameplay, I can ramp up the difficulty to exactly what I want.

      PC games seem to be more about letting the gamer choose what to do, instead of presenting them with THE GAME, to be played as the designer intended. It's not a strict PC/Console divide, but you can certainly tell a game designed this way.

  7. EQ2 by goldspider · · Score: 2, Interesting

    Somehow I don't see Sony halting development of Everquest 2. They seem to have overcome all, if not most of those barriers and have created a pretty flexible, dynamic, enjoyable game.

    --
    "Ask not what your country can do for you." --John F. Kennedy
    1. Re:EQ2 by stonecypher · · Score: 1

      > They seem to have overcome all, if not most of
      > those barriers and have created a pretty
      > flexible, dynamic, enjoyable game.

      ".. and I base this on no evidence whatsoever."

      Jesus, you'd think you were South Park's Surgeon General.

      --
      StoneCypher is Full of BS
  8. And his most compelling reason... by NerveGas · · Score: 5, Insightful


    "Please don't make them, because we don't want any more competition."

    --
    Oh, you're not stuck, you're just unable to let go of the onion rings.
    1. Re:And his most compelling reason... by feepcreature · · Score: 5, Insightful
      Funny :) But this quote from the article suggests otherwise, if you agree with the analysis.
      Walton wasn't giving the talk because he wanted the industry to quit trying. In fact, just the opposite: he expressed an inherent human need for community that goes unfulfilled in modern society, and how online games can fill that basic need while uniting people with similar interests.

      However, he expressed his fears that the market is stagnating, and a series of poor product launches could make it even worse...

      Which seems like a reasonable concern!
      --
      Paul "Say no to feeping creaturism"
    2. Re:And his most compelling reason... by $$$$$exyGal · · Score: 2, Interesting

      I won't be surprised if some company attempts to "unify" all the MMOG's in the near future. Right now, many people are trying to unify AIM, ICQ, Yahoo Messenger, etc., but what about the MMOG's? This is obviously quite different, but I'm sure someone will start pitching this soon.

      --
      Very popular slashdot journal for adul
    3. Re:And his most compelling reason... by Geaty · · Score: 1
      Hey I dunno if unification would work so well, I think my Premium Stigma Rifle would blow the snot out of some guy coming at me with a sword.

      Oh wait, never mind. Maybe it is a good idea. :p

      --
      All I ever wanted was an honest week's pay for an honest day's work.
    4. Re:And his most compelling reason... by daeley · · Score: 2, Funny

      Hey, if I can take a blaster and a Wookie into a SimOnline neighborhood for target practice, I'm there!

      --
      I watched C-beams glitter in the dark near the Tannhauser gate.
    5. Re:And his most compelling reason... by Anonymous Coward · · Score: 0

      Yes, because competition makes markets stagnate. I mean look at all the innovation MS does- would it seriously spend so much money on R&D if it had to compete?

      Oh, wait.

    6. Re:And his most compelling reason... by Anonymous Coward · · Score: 0

      That's an idiotic statement, and the fact that you actually got modded up for it is evidence that the mod system in /. is broken. I know you have "I mod you/you mod me" deal swith all your "friends", but how about you shit up another forum? Seriosly, I haven't seen one intelligent or insightful or even thoughtful post from you.

    7. Re:And his most compelling reason... by stonecypher · · Score: 1

      > > However, he expressed his fears that the
      > > market is stagnating, and a series of poor
      > > product launches could make it even worse...
      >
      > Which seems like a reasonable concern!

      It does? "Don't make MMOGs because more bad MMOGs would make the market wary." Yah, but the only people who wouldn't listen are the big companies who think they need an MMOG and therefore turn out some bullshit tripe.

      Therefore, all he's doing is scaring away the people who might not suck.

      --
      StoneCypher is Full of BS
  9. users - who'd have them? by feepcreature · · Score: 1
    The real reason is the users - ungrateful swine the lot of them :)

    --
    P. Users - can't live with them, not allowed to shoot them!"

    --
    Paul "Say no to feeping creaturism"
  10. To summarize by mrnick · · Score: 4, Informative

    10: Too Many are Being Built
    9: It Requires a Mastery of Too Many Disciplines
    8: A Huge Team is Required
    7: Getting a Credit Card from a Customer is Hard
    6: The Online Industry is Counter-Intuitive to Packaged-Goods Company Management
    5: Everything You Know about Single-Player Games is Wrong
    4: The Internet Sucks as a Commercial Delivery Platform
    3: Customer Service is Hard
    2: There are Lots of Legal Issues
    1: They Cost Too Much money to Build and Launch!

    0: WHA WHA WHA!

    Nick Powers

    --

    Encryption: I may not agree with what you say, but I will defend your right to encrypt it...
    1. Re:To summarize by Anonymous Coward · · Score: 0

      -1: No Profit!!

    2. Re:To summarize by Joe+the+Lesser · · Score: 0, Offtopic

      I second number 0.

      --
      "I only speak the truth"
      Karma: null(Mostly affected by an unassigned variable)
    3. Re:To summarize by prestidigital · · Score: 1
      That was my exact initial reaction. Maybe what he really wants to do is scare away would-be contenders! That's a top 10 list for everything in the computer service industry, especially apps. So, what? Besides, whoever said there must always be an industry to support pop (technology) culture? I have little doubt that there are folks out there who accomplish phenomenal feats strictly in their spare time (or even just challenging but silly feats ala the linux Billy Bass). But that's beside the point. What he's really bitching about is the cash money (or lack thereof, though I bet he ain't hurting).


      Of course, it's great that there is an industry for gaming and it's not trivial in economic terms. I have to question some of those counter-motivations. Why must it be a subscription service? People obviously don't trust what they can't put their hands on, so keep sending them to the store for the $50 box version. Tack on other options at $5-10 a one time pop, with the understanding that upgrades won't always be free, etc, etc. Before you know it, you too are a part of a multi-billion dollar gaming industry. Also it seems to me that a better model is to figure out how the technology can be reused between MMOG and business, even mission critical stuff. That way you get industry and goverment to carry the load while cool games are a nice spin-off. As much as it saddens me to admit, the DoD is certainly getting wise to that idea.

    4. Re:To summarize by Anonymous Coward · · Score: 0, Funny

      Well, since you summarised the article for those too lazy to click on the link or too dumb to understand it, mind if I summarise your summary for those too lazy to read your post?

      Reasons: It's hard.

      Thank you. /LarsWestergren

    5. Re:To summarize by ggwood · · Score: 3, Interesting

      mrnick posted the list of reasons given in the article. I feel these are all things an open source model would address well:

      10: Too Many are Being Built ...eventually code and experts will leak out into the open source sector. Once the tons of people required to code these monsters realize they could get paid to write one that will fail or donate a few spare hours to one that will last the ages, enough may donate some time to make an open source one viable.
      9: It Requires a Mastery of Too Many Disciplines ...but with open source development an artist can say "gee the art sucks...I'll redraw it" and an programmer can say "gee the AI sucks...I'll rewrite it"
      8: A Huge Team is Required ...can't get bigger than the whole user base
      7: Getting a Credit Card from a Customer is Hard ...so you give it away for free or if you don't, just go through a service like PayPal or something. I would pay for an open source MMORPG because I can't possibly host the whole thing myself - but my friends and I could get together and host it (see below).
      6: The Online Industry is Counter-Intuitive to Packaged-Goods Company Management ...so you don't use a Packaged-Goods company
      5: Everything You Know about Single-Player Games is Wrong ...thus don't use those people to write it. Sure the current MMORPG's have serious problems - problems they likely won't worry about working out. But in an open source context, many more ideas can be tried and we can see what survives.
      4: The Internet Sucks as a Commercial Delivery Platform ...thus don't deliver it as a commercial good. Let 1000 people host games and the strongest will survive.
      3: Customer Service is Hard ...so have no CS. The example given is players loosing items. If it pisses you off that you are loosing items, rewrite the code so you *don't* loose items. If it pisses you off that you can't find a monster, or an item, look at the code and find out how the system works. Should that system be changed?
      2: There are Lots of Legal Issues ...which would be relieved if we didn't *pay* for a service
      1: They Cost Too Much money to Build and Launch! ...so distribute the costs over many, many people: let me host one "zone" on a spare Linux box in the corner and my friend Dave will host one zone on his spare box and so on. Sure, we will not be able to have 500 people in one zone at one time, but is that a bad thing?

      --
      a war on terrorism? How can we end a war on a method?
  11. Multimedia? by MrEd · · Score: 2, Funny
    All these visual aids?


    It would be nicer to have just one focused, properly framed, and complimentary photo of the guy...

    --

    Wah!

    1. Re:Multimedia? by Sabalon · · Score: 3, Funny

      That's what I was thinking. I'm guessing that number 11 on the list is "It's hard to get a decent in-focus photo."

    2. Re:Multimedia? by unicron · · Score: 1

      I'm just happy no one parachuted on to the page while I was reading it.

      --
      Finally, math books without any of that base 6 crap in them.
    3. Re:Multimedia? by ibbie · · Score: 2, Funny

      i suppose that after dealing with tech support issues for this long, the man twitches too fast to be caught clearly on film.

      *twitch!*

      --
      The wise follow a damned path, for to know is to be forsaken.
  12. Electronic crack by Dukeofshadows · · Score: 3, Interesting

    Why should MMPORPGs be restricted? These things are perfect for dropping GPAs, especially for freshmen at high-pressure universities like Cal Tech and MIT where numerous freshmen who've never had an internet connection finallu get a chance to play "Quake" or "Everquest" at 1+GBPs or something ridiculous. I remember one of my friends at Vanderbilt got slapped with academic probation and complained that he had no time to get his work done in Engineering. Six-Eight hours a day of Counterstrike and Ultima Online will put a crimp in the ol' calendar. And it becomes like an electronic crack or alcohol for the users, especially if they're anti-social or unpopular to begin with. Trying to tell them they have a problem only leads to fights and arguments. Oh well, regulating these things is almost out of the question entirely but there should be careful consideration of how to deal with the "addicts" and how to best manage these systems.

    --
    As long as there is a Second Amendment, there will always be a First Amendment.
    1. Re:Electronic crack by sweetooth · · Score: 4, Insightful

      They shouldn't be regulated for one very good reason.

      Personal responsibility!

      Maybe you've heard of it. Your grades are slipping because you play too much EverCrack? Too bad, quit playing EverCrack. Can't quit playing EverCrack? Seek out addiction counseling, it's availabe, often for free. Your ass is getting fat because you've eaten too many cheeseburgers? Quit eating cheesburgers every day.

      A little common sense and some personal responsibility seem to be sorely lacking in the populace today.

    2. Re:Electronic crack by flewp · · Score: 3, Funny

      A little common sense and some personal responsibility seem to be sorely lacking in the populace today.

      That's not my fault!

      --
      WWJD.... for a Klondike bar?
    3. Re:Electronic crack by argmanah · · Score: 2, Interesting
      They shouldn't be regulated for one very good reason.

      Personal responsibility!
      At one point, I might have agreed with you. Now, I think I have a slightly more grounded outlook on the issue.

      I used to play EQ... a lot, an unhealthy amount.

      At the high point in my addiction, I took a week off to fly out to L.A. for E3. I had never been addicted to anything in my life before, but I can tell you without a doubt I know what withdrawl feels like. I couldn't sleep well, I couldn't eat well, I was jittery and just desperately wanted to get back to the game. I was at E3, probably my favorite geek convention of all time, and I was miserable.

      Yeah yeah, I was pretty pathetic. Everyone has their moments of weakness. That was mine. But my point is, EQ is a drug. It's a drug where there are no warning labels, no program during high school to tell you the consequences of becoming addicted. It just looked like a game, no one knew at the time that playing it would slowly entice you into a downward spiral.

      The lack of education is the problem. You can bitch and moan that people should have personal responsibility all you want, but you can't blame them if they don't know. Nor can you blame people for wanting to put the word out on the street.

      Designing a game where you psychologically induce people to play 40+ hours a week is akin to producing cigarettes. In fact, I would argue it's even worse in the MMOG industry because the public isn't educated about the psychological impact.

      It's very easy for those of you who've never suffered from an addiction to sit on your high horse and say "Well, you should've just quit." You have no clue how much mental anguish one has to go through to make a break from something so addictive.

      Where am I today? I graduated college and I have a nice job at a software company. I did manage to fix my life, but "personal responsibility" is what got me out of the hole. Don't use it to blame how people got there in the first place.

      I'm not blaming Verant or Sony for my situation. Perhaps they didn't know any better either. But the important thing is, now that we DO know the effects of these kinds of games, the risks need to be made known, to the kids playing these games and their parents. If it takes government regulation to do that, perhaps it is needed.

      I'm a libertarian and a card carrying member of the ACLU. I hate the idea of legislating morality, but in this case, I see it more of a case of legislating corporate responsibility.

      God knows some people will take advantage of you anyway they can. Sometimes, unfortunately, the government does need to step in.
      --
      Overrated Moderation: This posts sucks... because.
    4. Re:Electronic crack by SydShamino · · Score: 2, Insightful

      It is NOT a drug "akin to producing cigarettes." Cigarette's create a physical dependency where your body, not your mind, craves more.

      Online games can only create emotional dependencies. Sure, when your emotions are wracked, you can have jitters and sweat, but it has everything to do with you and nothing to do with the game.

      No, there is no warning on the game that it can become addictive. Yes, it can become addictive to some people. Of course, exercise (over exercise), dieting (over dieting), bird-watching, mountain climbing, car driving, gambling, TV watching, cloud watching can also all become addictive to some people.

      We do NOT need warning labels on everything expressing the dangers that people who can't limit themselves face. If anything, there should be a warning sign as you are carried from the hospital after birth:

      "Caution, life may be habit forming."

      --
      It doesn't hurt to be nice.
    5. Re:Electronic crack by sql*kitten · · Score: 2, Insightful

      Maybe you've heard of it. Your grades are slipping because you play too much EverCrack? Too bad, quit playing EverCrack. Can't quit playing EverCrack? Seek out addiction counseling, it's availabe, often for free. Your ass is getting fat because you've eaten too many cheeseburgers? Quit eating cheesburgers every day.

      Damn right, it's like that old joke:

      Cute female student: I would do anything to pass this course.
      Old professor: Anything?
      Cute female student: Absolutely anything!
      Old professor: Would you... study?

    6. Re:Electronic crack by sweetooth · · Score: 2, Interesting

      I used to play EQ... a lot, an unhealthy amount.

      And I played AC a lot. Quite an unhealthy amount also.

      Yeah yeah, I was pretty pathetic. Everyone has their moments of weakness. That was mine. But my point is, EQ is a drug. It's a drug where there are no warning labels, no program during high school to tell you the consequences of becoming addicted. It just looked like a game, no one knew at the time that playing it would slowly entice you into a downward spiral.

      Anything done in an unhealthy amount is bad. This is common knowledge. EQ is NOT a drug and neither is any game. Some people are susceptible to addiction. Some are alcoholics, others junkies, some can't control thier gambling and others can't step away from a game. These are common of people with this particular trait.

      The lack of education is the problem. You can bitch and moan that people should have personal responsibility all you want, but you can't blame them if they don't know. Nor can you blame people for wanting to put the word out on the street.

      You didn't know? People have been saying the SAME thing about MUDs for years. They said the same things about Ultima Oline. Again, doing anything to excess like playing EQ, is unhealthy. This is common knowledge.

      Designing a game where you psychologically induce people to play 40+ hours a week is akin to producing cigarettes. In fact, I would argue it's even worse in the MMOG industry because the public isn't educated about the psychological impact.

      The comparison doesn't hold a lot of water. There isn't a lot of public education about the troubles with gambling yet there are plenty of people that gamble responsibly and plenty of people that are addicted to gambling and can't control themselves.

      It's very easy for those of you who've never suffered from an addiction to sit on your high horse and say "Well, you should've just quit." You have no clue how much mental anguish one has to go through to make a break from something so addictive.

      Ah yes, the typical whining of the addict. You really should go read up on addiction and or get some couseling if you really feel this way. Addiction is a horrible thing. My father is an alcoholic, my step father is an alcoholic, my mother is classified as an enabler (or co-dependant). I've seen addiction and understand first hand some of it's consequences. My father didn't clean up his act, my step father did. I realize the difficulty, but the only way for it to happen is if the addicted person does something about it. Belive it or not that means JUST QUITTING! Maybe not without help, but that is what it boils down to.

      Where am I today? I graduated college and I have a nice job at a software company. I did manage to fix my life, but "personal responsibility" is what got me out of the hole. Don't use it to blame how people got there in the first place.

      Wait?!?! You are making my point for me. Personal responsibilty got you out of your hole. So, once you actually _started_ taking some personal responsibility you were able to retake control of your life. Wow, now if only more people would do the same.

      I'm not blaming Verant or Sony for my situation. Perhaps they didn't know any better either. But the important thing is, now that we DO know the effects of these kinds of games, the risks need to be made known, to the kids playing these games and their parents. If it takes government regulation to do that, perhaps it is needed.

      Verant and Sony are in the business of making money. The fact that you have a problem with addiction is not their problem (no really!), nor is it their fault. They provide a service that you were not forced to play. The same goes for an alcoholic. or drug addicts. You may have become phsycologically addicted to the game, but it is not Sonys or Verants responsiblity to solve that problem for you. The game isn't the problem, the behavior is. The government doesn't need to regulate gaming, players need to exhibit self control. Parents need to be involved in the lifes of thier children and set reasonable limits on how much time they play games like this. Government regulation is not the answer to all the worlds problems.

      I'm a libertarian and a card carrying member of the ACLU. I hate the idea of legislating morality, but in this case, I see it more of a case of legislating corporate responsibility.

      Once again, this corporations didn't force you to purchase or play the game. The game in and of itself isn't addicting. You exhibited an unhealthy behavior, and are probably predisposed to addiction, that isn't the corporations fault. Nor should they have to take responsibility for thier customers behaviors. ie: Guns don't kill people, people kill people.

      God knows some people will take advantage of you anyway they can. Sometimes, unfortunately, the government does need to step in.

      You weren't taken advantage of. Though you may feel that way. I strongly recommend speaking to someone that specializes in addiction therapy.

      Here is a small text from a wired interview done a while back that I like to use in these discussions about game addiction.

      MIT's Games-To-Teach project studies how gaming technology can be incorporated into education.

      The project's research manager, Kurt Squire, has found that games sharpen players' critical thinking, improve their social skills and increase their empathy (by choosing the opposite sex for their character's gender).

      "The notion that games are powerful enough to ruin someone's life is just ridiculous," said Squire. "The main concern people have is that technology is overpowering people and making them helpless. That's happened with every new medium that has come along -- even books were once regarded with suspicion."

      In the final analysis, almost anything can be called an addiction if it routinely interrupts life's basic components, including school, work and relationships, he said. The important thing is balance. So align your chakras -- and remember, it's just a game.

    7. Re:Electronic crack by sweetooth · · Score: 1

      That is absolutly hilarious and right on the money. I will have to remember that one for future reference.

    8. Re:Electronic crack by jbolden · · Score: 1

      Everquest addicts don't:

      1) Develop serious incurable health problems
      2) Have children with birth defects
      3) Steal to support their habit

      etc...

      While I certainly agree EQ is addictive in the way Pot can be addictive it ain't alchol or crack.

    9. Re:Electronic crack by glsunder · · Score: 1

      I couldn't sleep well, I couldn't eat well, I was jittery and just desperately wanted to get back to the game. I was at E3, probably my favorite geek convention of all time, and I was miserable.

      I had the same thing happen to me when I went to Hawaii for vacation a few years ago. But it was a girl, not a game that was calling me back. We're married now. However, I don't think I've ever called her Evercrack.

    10. Re:Electronic crack by Anonymous Coward · · Score: 0

      Calling EQ a drug is stupid.

      Anything can be considered a drug if you do it enough to cause the temptation of desire. Just like if you take the leaves falling off your tree outside, started eating them every morning, you would probably become addicted to the leaves. Chemically? Maybe. Mentally? Yes. Thats right folks, the mind is a powerful thing, even in the wrong circumstances.

    11. Re:Electronic crack by Anonymous Coward · · Score: 0

      Cigarette's create a physical dependency where your body, not your mind, craves more.

      I'd say for most people, smoking is both a physical and mental addiction. Even with a patch cranking out nicotine to their systems, most people still find it pretty hard to deal with the habits and social situations that went with smoking.

    12. Re:Electronic crack by AntiGenX · · Score: 1

      Back when I was in NA (Narcotics Anonymous) for some serious shit, we call this transferance or blame shifting. Come on guy... Get off your soap box and get a life. How can you compare this to something like cigarettes or drugs? Cigarettes and the like are addictive (period). It is a chemical addiction that can affect anyone. Yes, there are psychologial implications with these as well, but NOTHING compares to a physical need. I'd compare it to your need to eat. Basically all you are doing is shifting blame for YOUR personal weakness. I'd back your argument if this was something that everyone that ever played your game was susceptible to but I played them, and frankly I never got hooked.

    13. Re:Electronic crack by sweetooth · · Score: 1

      Thank you for this comment. I couldn't remember "tranferance or blame shifting" when I was writing my own response.

    14. Re:Electronic crack by barawn · · Score: 1

      The lack of education is the problem. You can bitch and moan that people should have personal responsibility all you want, but you can't blame them if they don't know. Nor can you blame people for wanting to put the word out on the street.

      Well, this sounds good, but then...

      I couldn't sleep well, I couldn't eat well, I was jittery and just desperately wanted to get back to the game. I was at E3, probably my favorite geek convention of all time, and I was miserable.

      er..? and..

      I used to play EQ... a lot, an unhealthy amount.

      If education is really the problem, let's have the government place a really big sign (on the Moon!) that says

      "If There Is Anything You Do That When You Stop Doing It, You Shake And Can't Sleep, You've Got A Problem"

      C'mon. Knowing that spending all of your time on MMORPGs or any sort of MUD or anything like that is unhealthy isn't an "education" issue. It's common sense, for crying out loud. Anything is addictive. Reading books is addictive, but you don't need warning labels on books. You need people to have some self-control (and personal responsibility).

    15. Re:Electronic crack by Konowl · · Score: 2, Interesting

      It has nothing to do with the game?

      Check it Out.

      "What the scientists believe they found through this rather laborious process was that dopamine production in the brain doubles during video game play."

      You know, there IS a reason people get addicted to these games, and it IS physical. We crave certain chemicals, ingested or created internally.

    16. Re:Electronic crack by pyrrho · · Score: 1

      This is really an eye opener. I have worked in online games in the early years, even prior to the commercialization of the internat, at TSN. We ended up completing a huge persistent world, only to have it die from various issues at AOL, which had bought us.

      I am very touched by your story, so what I want to know... what addicted you... and how it is implemented [/me grabs notebook] -- tell me, how can I addict millions of people to my games. :)

      Just kidding, I only make games in my spare time now. So tell me.

      Not really, that would be immoral. But just for intellectual curiosity so I can give the first hour away for free--- did I say that out loud..? hope not.

      Seriously though, EQ has that quality for people, and I don't get it... it's the same old tedium to me. I want to explore and experience interactive plot. I can't be made addicted to hack and slash leveling, the prestige of level is meaningless to my psuche. But then, it does appeal to a lot of people. Is EQ tunes THAT well? It didn't seem so to me when I played it, but I'm probably negatively biased. My dislike of that kind of gaming is a large reason I'm not working in the game industry any more.

      -end of consciousness stream-

      --

      -pyrrho

  13. credit cards are hard to get from customers? by garcia · · Score: 1, Interesting

    7: Getting a Credit Card from a Customer is Hard

    Never mind, for example, the chunk of the gaming audience that's lost entirely because they don't have access to a credit card. People who have a credit card are wary to give it up. Right now, Walton theorizes, the model works in the United States because it's based off of a packaged goods model - people have already invested $40-50 to buy the box and take it home, so they're more willing to justify that expense by subscribing. "We need other ways to bill people that's more convenient," he explained. (For example, rolling up your MMOG fees into a phone bill, something that's done in places like Korea.)


    Oh bullshit. #1, it's not hard to get someone's credit card, they consider that "rolled in". #2, I don't want ANYTHING except my phone charges (services included such as LD and CallerID) in my phone bill. I want a seperate bill for everything. I want to know exactly who to contact for my billing bitches. EVERYONE fucks up billing.

    Credit cards are GREAT for fucked up billing. I was getting charged twice a month for something, I told the Credit Card company to deal w/it. It's their responsibility not mine.

    these multiplayer games are cropping up all over the place b/c companies realize that people today are fucking stupid and addicts. They see the incredible success of games such as Sims and EQ and they want to cash in.

    Dealing w/customers is fucking outsourced to stupid companies like Convergys who have shitty employees w/little or no training (yeah I worked there while attending school).

    -1 Troll on this guy's article.

    1. Re:credit cards are hard to get from customers? by Coutal · · Score: 3, Funny

      i don't get it. getting a credit card number is *easy*. just post fake job listingsor something...

      so why code a virtual world full of monsters and quests just to get a credit card number?
      sheesh. in my days, exploits used to be a few kilobytes each...

      (My apologize to those who had their CC number stolen and for the humor impaired in general)
      -------------
      this message is quad-rot13 encrypted for your privacy

    2. Re:credit cards are hard to get from customers? by goatasaur · · Score: 1

      ...stupid companies like Convergys...

      I am posting this from a Convergys terminal. Which center did you work in?

      --
      ~D:
    3. Re:credit cards are hard to get from customers? by Ndr_Amigo · · Score: 1

      I really get sick of people with the assumption that -everyone- has a credit card. Strangely, they almost always seem to be americans who forget that the rest of the world is somehow on another mystical plane of existance.

      Forgetting my own personal Third and Fourth rules of MMOG Game Development ("multicontinental server deployment? Good luck" and "Lag is Everywhere") for a second, Credit Cards are nowhere near thrown around as widely in many countries.

      Although they are very useful for online purchases, do no assume they are as omnipresent in the majorify of the world, versus the major population centers of America.

      Not to mention the large number of kids under-18 who would be intrested in playing and whose parents are not cooperative in letting them use their credit card to sign up. And I'm not actually aware of any country other than America that allows under-18's even to get prepaid Visa/Mastercards... quite a few won't even allow a secondary+ card of a parent/guardian to be issued to a minor - anyone know otherwise?

    4. Re:credit cards are hard to get from customers? by deaddrunk · · Score: 1

      Splash Plastic is a reasonable alternative, although its range of sites is still a bit small.

      --
      Does a Christian soccer team even need a goalkeeper?
  14. Its like any other product! by grahamsz · · Score: 5, Insightful

    If you are only going to make a half-assed attempt then you may as well not bother.

    Surely the brightest minds in game development dont need someone standing up there telling them that massive online multiplayer games aren't as easy as single player ones?! .. if they do then we're probably all doomed

  15. 7: Getting a Credit Card from a Customer is Hard by ASDFer · · Score: 1, Offtopic

    I have an abyssmal credit, DAMMIT! I don't have credit card, you insensitive clod!

    --
    It's ASDFing to the Ultra!!!!!
  16. Two things: by Wind_Walker · · Score: 5, Interesting
    First off, that guy looks like the Heaven's Gate cult leader from a few years ago. The bald head really does it for me.

    Secondly, and more seriously, he brings up valid points. I just started playing Asheron's Call 2 last month as part of a psychology experiment run by the University of Michigan. I found that the lower level game was very intense and packed with content, but as I gained levels over the course of a month, the content tapered off and turned into merely hack-and-slash. This makes sense, because the game is only a few months old and should thus have more content for low levels than high.

    Unfortunately, high levels are relatively easy to attain. I played for 1 month, a few hours a night, and I'm currently at level 32, right where the content stops. But there are people who were level 50 only 3 weeks after the game was launched. What do they do now? They sit around, or create alternate characters until the 50 level cap is released.

    1. Re:Two things: by sweetooth · · Score: 4, Interesting

      Unfortunatly you are seeing a problem with that particular game. I played the first Asherons Call for close to three years. The game started out with tons of low and mid level content. Then as the game got older and the majority of the populace started to gain higher levels there seemed to be nothing but high level content. A few months before I stopped playing the game for good they finally started adding low level content again. Unfortunatly you could get to the highest levels in no time at all so many people never saw the low level content that was added without starting new characters. The content issue is probably the hardest one.

    2. Re:Two things: by Blue+Stone · · Score: 1

      Sounds like the $cientologists should be suing for infringement of a patented business method. ;)

      --
      Corporation, n. An ingenious device for obtaining individual profit without individual responsibility. - Ambrose Bierce
    3. Re:Two things: by Anonymous Coward · · Score: 0

      The bald head really does it for me.

      Uh-huh.

    4. Re:Two things: by T.E.D. · · Score: 2, Funny
      Unfortunately, high levels are relatively easy to attain. I played for 1 month, a few hours a night, and I'm currently at level 32, right where the content stops. But there are people who were level 50 only 3 weeks after the game was launched. What do they do now?


      Roughly same thing bored gangs of kids do in real life. They hang out and greif innocent passers-by.
    5. Re:Two things: by Snaller · · Score: 1

      Exactly WHAT is content in this context? Isn't it all just hack and slash?

      --
      If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
    6. Re:Two things: by WNight · · Score: 1

      The problem is the assumption that everyone needs to go through an identical quest to experience the content.

      You could easily create three quests at various levels that had the "same" NPCs (in the low-level quest they're peasants, in the mid-level they're merchants, in the high-level they're rich nobles) all who need roughly the same thing done. When the character goes off to fight the monsters they get ones tailored for their level. 98% of the dialog is shared, with only a few tweaks to make it fit the situation. "Welcome to my [home|business|estate] ..."

      Make sure there's enough content at any level that you can't do it all, and when you finish one of these quests, have it not show the higher level versions to you later.

      The "different views of the same world" could get rid of spawn camping, or at leasdt, get rid of spawn hogging. There's no reason why there's only one orc cave where the tribe respawns. Maybe everyone wanders off and finds a different one... Of course, they're all at the same spot on the map, but if you don't cross into a zone with other people, or go looking for other people, you could be put into a parallel world where you get your own orc tribe to deal with. It breaks a bit of the MM in the MMORPG, but people want the ability to group, not necessarily the requirement to hang out with everyone else doing the same quest at the same time.

    7. Re:Two things: by sweetooth · · Score: 1

      This exact topic has come up serveral times, and was somewhat implemented by AO with the random mission generator. You could group and enter a building with your group to do a quest. A differant group entering the same building for a differant quest got a differant quest. You were basically shipped off to differant mission servers the content was either tailored to the individual or the group. The biggest problem was that the missions looked the same after a very short while.

    8. Re:Two things: by Iffy+Bonzoolie · · Score: 1

      Quests, I think.

      -If

      --
      Run a pencil-and-paper RPG campaign with your far-off friends: Gametable!
    9. Re:Two things: by ohzero · · Score: 1

      Interesting. When I was in college, I just got to do the "smoke a whole lot of interesting pot and we'll pay you forty bux" experiment.

      I'd like to see what would happen if we made one experiment out of the respective two.

      Hypothesis: Ingesting massive amounts of high potency marijuana will have the same mind numbing effect as reaching level 50 in an MMPORG.

      --
      -- http://www.criticalassets.com
  17. One of the reasons: by GreyyGuy · · Score: 4, Funny

    "You make too much money and have to hire more accountants. Trust me- you don't want to have problems like that"

    1. Re:One of the reasons: by unicron · · Score: 2, Interesting

      Everquest has got that shit down to a science. It took them 3-4 years, but they've done. Here's how:

      *Get 30 bullet-proof servers to run the games on.
      *Make leveling such a baffling hard ordeal that it will take even the most dedicated player(barring PLing) years to get to the max level.
      *Release expansions that take uber guilds a year to beat.

      In other words, you make the end game so difficult to reach that that portion of content will always be just beyond your grasp. With that, people will pay and play forever.

      --
      Finally, math books without any of that base 6 crap in them.
    2. Re:One of the reasons: by Dalcius · · Score: 2, Insightful

      Aye. That's also what makes it fun. You stand back and look at your gear and abilities and feel a sense of accomplishment. Not only that, if you can actually enjoy playing the game and getting all that new shiny stuff, it makes for a fun experience.

      I play the game to travel to cool places, each with their own feel. I play it to enjoy the risks and the rewards. Getting new stuff only makes overcoming said obstacles even more fun.

      Thankfully, I'm not so drawn into the game that I can't have a social life. =)

      --
      ~Dalcius
      Rome wasn't burnt in a day.
    3. Re:One of the reasons: by unicron · · Score: 0, Offtopic

      That's why I play. Took Fennin down last night, actually. Got my first Kerasyn bracer..FT4 on that bitch, NON-LORE.

      --
      Finally, math books without any of that base 6 crap in them.
  18. They are successful by Khalidz0r · · Score: 2, Interesting

    I don't see most of the points valid since many of such games ARE successful.

    As of being hard to impelement, or lots being around, that's where challenge comes, and the best only survives.

    As of requiring you to pay, if someone wants to play the game they will find someway to "pay", and there are some of these games that are free online (at least for now!).

    Putting secrets in the game might not be very useful, but that applies for both single and multiplayer games, if someone wants to find it, they will, and the fact that the game is played ONLINE does not have anything to do with its SECRETS being posted online, these are two irrelated things.

    We need to be real people, if it wasn't successufl, more companies wouldn't have went for it.

    Khalid

    --
    "What you 'seek' is what you get!"
    1. Re:They are successful by grumpygrodyguy · · Score: 1

      Putting secrets in the game might not be very useful, but that applies for both single and multiplayer games, if someone wants to find it, they will, and the fact that the game is played ONLINE does not have anything to do with its SECRETS being posted online, these are two irrelated things.

      Mmm, not really. I think he's got a point. It's somewhat sad that we've lost this aspect of gaming forever. I remember games like Zork, Wasteland, and The Bard's Tale requiring some pretty sophisticated puzzle solving skills. Sometimes it would take days, or even weeks before the player came up with a solution. But after all the hair-pulling, and pacing back and forth in front of the computer, finding the solution(on your own, of with your friends) was exciting! It's an experience that the next generation of gamers won't get to have.

      Nowadays if you're presented with a problem in a game, it's just a few steps away from being solved. You just goto Google, enter a few keywords, take 5-10 mins reading and bingo you've probably found the solution.

      Most of us think of the internet as a beneficial and enabling technology, but in this case it's caused the end of an era.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    2. Re:They are successful by JaxGator75 · · Score: 2, Insightful

      Yes, but those of us still interested in this approach are free to avoid the blogs and walkthroughs... I'm a little old-school, so I avoid walkthroughs until I just can't figure it or get myself worked up... ;) *MY HEART*

      --
      Come and see the violence inherent in the system!
  19. GDC 2k3 is taking a different approach this year by Anonymous Coward · · Score: 0

    This prolly has to do with the fact that GDC 2003 is focused on Handheld/Cellphone games this year, and at $40/mo + bandwidth costs, it's kinda suicidal to push that on the consumer and expect the game to be successful.

  20. Next up: BF1942 clones by Anonymous Coward · · Score: 3, Interesting

    You hear that sound? Every massively multiplayer game maker is suddenly trying to switch business plans to moderately-multiplayer, cloning Battlefield 1942. BF1942 is hugely popular, so it "makes sense" to do something like that.

    Of course, like lemmings, there'll be a few dozen BF1942 clones, and most will die due to too much competition.

    Game makers: go AWAY from what's suddenly popular.

    1. Re:Next up: BF1942 clones by schon · · Score: 3, Funny

      like lemmings, there'll be a few dozen BF1942 clones, and most will die due to too much competition.

      Really? There were lots of spinoffs, but I only remember one or two clones of Lemmings.

    2. Re:Next up: BF1942 clones by grumpygrodyguy · · Score: 1

      You hear that sound? Every massively multiplayer game maker is suddenly trying to switch business plans to moderately-multiplayer

      Yes, but he underscored the importance of community within the game. You can't get persistent community in a game that has only 64 players per server. Clans are about as close as you get, but it's still a very loose sense of teamwork.

      Games like Everquest, with thousands of people per server, have many guilds of some 20 to 100 players each. These guilds share experiences, "travel" together on-line, see the sites etc. It provides a much more compelling and genuine sense of community than could be provided in a BF1942 type setting.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    3. Re:Next up: BF1942 clones by Chris+Johnson · · Score: 1
      But something like a WWII sim has potentially special characteristics- years ago I was into some of the early air combat sims and handled right it's a whole other thing, capable of totally avoiding some of the MMORPG issues.

      You're 'role playing', but in any decent air combat sim of that era there's a staggering amount of unwritten 'rules' that are an epiphenomenon of the situation itself, made all the more interesting by a cheerful disregard for historical accuracy at times.

      For instance- the historical situation, accurately represented, is one thing, but if you go to just an open arena the 'rules' get even more elaborate. Chasing a Spit in a Focke-Wulf 190 is one thing, but consider the situation of a climbing spiral chasing a ME109 in a FW190. That didn't happen in the war, but if it happens in the arena, two points become important: first, the 109 can outclimb pretty much anything, and second, the 190 has absolutely vicious departure characteristics: it will snap into an inverted flat spin and become helpless. Hunted becomes the hunter simply through the situation of the game- no dice rolls or 'character levels' required.

      This is a huge deal. It's a representation of a combat system in which the situation itself demands performance beyond what most players can manage- and it's player against player. There's no 'levelling' at all, it's entirely down to players learning and mastering the rules of the system- and it is impossible to entirely do so. No matter how skilled a pilot, get 10 planes in the air all around him and the situational awareness is totally overwhelmed- the patterns unfolding in the air are just too much to grasp. And as a result, a complete novice could get lucky- though it's very unlikely. But it unfolds through the logic of the situation.

      By the same token, character development unfolds purely through the logic of the situation. You can count kills and award 'aces' and all, but whether someone is a stolid methodical bomber ace or a fighter jock, whether they are known for flying totally crazy in a Spit and fight like cat wrestling, or whether they hunt you down with unnerving doggedness in a FW190, or whether they lurk in a P51 'Runstang' and play the vulture on wounded or disoriented fighters and flee tougher opponents, all that develops out of the player's REAL personality.

      Granted that's not the same proposition as offering the chance to, through being a no-life obsessive weasel, wear a different and far grander persona- but don't people get sick of being around that sort of thing?

  21. People required??? by TopShelf · · Score: 4, Insightful

    I particularly like the realization that Customer Service is the key to maintaining a well-run MMOG. If you want a steady stream of cash coming in, it only makes sense that it takes a steady stream of cash to support your customers - but all too often, customer service is viewed as a grudging neccesity, not a potential for competitive advantage.

    --
    Stop by my site where I write about ERP systems & more
  22. Reason #11 by ralico · · Score: 2, Funny

    Doing customer and tech support for 50,000 adolescents who have free reign of their parents' credit cards.

    --

    SCO to Hell
  23. I agree with the guy by Geaty · · Score: 4, Insightful
    I don't really think this guy is trying to prevent people from making MMOGs; I think he is trying to raise the standards for that genre of games. God knows we don't want to see any Deer Hunter: Online titles coming out, so give the guy some slack if he seems confrontational.

    This, I think, falls under that rarely used "constructive" branch of criticism.

    --
    All I ever wanted was an honest week's pay for an honest day's work.
    1. Re:I agree with the guy by IIRCAFAIKIANAL · · Score: 1

      Why the Deer Hunter bashing? Sure, the first titles sucked, but if you're into hunting, it's a good series to play. I mean, The Christian Computer Game Reviews website gave Deer Hunter 5 a B+.

      (Ok, maybe I'm playing that for laughs, but it's seriously a decent hunting simulation series if you're into that sort of thing :)

      Personally, I think the whole making fun of deer hunter pastime of many hardcore gamers just stinks of leetness. Heaven forbid ordinary people enjoy PC games too, just because they completely define your existence, right?

      That said, Metroid Prime rocks nads, hoo-yah!

      --
      Robots are everywhere, and they eat old people's medicine for fuel.
    2. Re:I agree with the guy by IIRCAFAIKIANAL · · Score: 1

      Oh yeah, the games have multiplayer too, since part 3 i believe... not certain though, IANADHP

      --
      Robots are everywhere, and they eat old people's medicine for fuel.
  24. Being a MUD geek from the by-gone days .. by JasonKey · · Score: 1

    This is the Visual world that is evolving. Hey, can't say it is there yes, but AO is as addictive as almost any other game, especially since it does allow that level of interaction. The issue is that people often forget that it is a game, and just that. Bitch and Moan, but they are here to stay, and there is too much $ in it to turn back. God help the movie industry when one is created using the Doom 3 engine. Looking forward to Eve.

    --
    Jason Key
    Stem Cell Research Geek
    http://www.stemnews.com
    Today's Stem Cell Research
  25. Interesting points... by Kr3m3Puff · · Score: 3, Interesting

    His points are quite interesting, but the question I have is that if no one gets into the arena (and obviously 100 is a lot) then who will supply the demand? He has obviously figured out what challenges there are, but you have to be able to overcome them, because there is such a huge demand for interactive group fantasy. People want to escape.

    What about a decentralized approach. A grid based or peer to peer for persistant worlds. You might have to increase the bandwith to double check nodes and the like to prevent hacking, but some of the problems (DOS, investment in infrastructure) would go away.

    In the world we live in we can only see clearly and understand the world that is near by, that doesn't mean we have to be connected to a server that is one giant persistant world. There could be areas of the world hosted on several region peers. The client would be required to take on some function of the world and it could be totally decentralized.

    Any thoughts comments?

    --
    D.O.U.O.S.V.A.V.V.M.
    1. Re:Interesting points... by thelexx · · Score: 1

      You're kinda-sorta describing how Neverwinter Nights does portals. From their faq:

      6.06 Can I link my world to someone else's?

      Yes. Servers can be linked through 'Portals'. Portals are created when one server operator requests a link and another server operator accepts. This will form a two-way transfer between the two servers, allowing players to travel between the two worlds simply by stepping through the Portal. Once a Portal is created, it remains until removed by one of the server operators. If the server on the other end is currently not operational, the Portal will appear closed. Players can view a wide variety of information about the server on the other end by inspecting the Portal. If the character does not meet the requirements of the new server, the player is not teleported and re-appears beside the original server's Portal. Servers can support multiple Portals.

      6.07 What are some ways I can make use of Portals?

      The implications of this Portal system are somewhat mind-boggling. By distributing the different areas and population load over a number of home computers with decent Internet connections, for instance, your game world can know no boundaries. On a smaller scale, two rival player guilds could agree to portal their guildworlds together to settle a dispute in battle. Freewheeling MUDs and MUSHes could also emerge where people cobble their different creations together into a larger, cosmopolitan world of adventure. Neverwinter Nights is all about getting people together and Portals allow that to happen on a grander, even more exciting scale.

      ---

      Kinda over the top there at the end, but close to what you were proposing it seems.

      --
      "Gold still represents the ultimate form of payment in the world." - Alan Greenspan, 1999
    2. Re:Interesting points... by grumpygrodyguy · · Score: 1

      but the question I have is that if no one gets into the arena (and obviously 100 is a lot) then who will supply the demand?

      Noone has time to play 100 MMORGS. It's not like 100 books or video games we can polish off in a year. These are games that require 10-20hrs a week. Week after week, month after month, and even year after year. Noone has the time or money to play more than 4 or 5 MMORGs in thier lifetime.

      I've played around 100 console game titles, 50 PC game titles, 2 "medium" OG's(counter-strike, and BF1942), and 1 MMORG(Everquest). The time, money, and social sacrifices involved in playing MMORGs excludes the possibility of playing more than a few in any given year.

      So instead of measuring demand like most PC games, or films, or music might be measured...it makes more sense to measure demand like cars, and washing machines. MMORGs tend to be long term investments, that customers retain loyalty within for years at a time. 100 MMORG titles suddenly appearing within a market like that seems highly excessive.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
  26. The Big Point I Got... by EXTomar · · Score: 4, Insightful

    ...was that MMOG are A LOT harder to create and run than your standard game (console and PC included).

    Just like with FPS and RTS games there is this rush with the success of UO and EQ to make these MMOG persistent games by small companies. These games will more than likely fail due to the lack of resources. This is deluting the MMOG genre because everyone is promissing to be the next "EQ Killer" and failing to deliver in one way or another.

    So if you have a company and are thinking about making some persistent world, stop and make damn sure you plan a lot of resource and time into it...then double it. If word of mouth can kill a stand alone game it will uttery destroy an online one.

    1. Re:The Big Point I Got... by Anonymous Coward · · Score: 0

      What the fucking is "deluting"?

  27. MMOCR by Joe+the+Lesser · · Score: 5, Insightful

    Massively Multiplayer Online ChatRoom ;)

    Seriously, these games need to be made so they have a real point, and so that people will not get so attached to them. I'm sick of seeing my friends drop out of classes because they'd rather wait two hours for an imaginary dragon to spawn so they can cast the same spell over and over again and after another half hour they die and sit around waiting for someone to resurrect them.

    I have a friend who's 65th level on EQ. (Currently the highest possible so he says proudly). He's also a year behind in his studies, and has had bouts of depression and alchololism (due to his lack of social life) for the past three years.

    Pardon the sudden rant, but why can't there be an actuall MMOG that people can spend, oh, 1-3 hours on a week instead of 10-30 hours a week and still have fun.

    --
    "I only speak the truth"
    Karma: null(Mostly affected by an unassigned variable)
    1. Re:MMOCR by Geaty · · Score: 5, Insightful
      I strongly agree with you here. What is needed is a more "casual" MMOG, where you don't need to stop eating to become successful in. There was something in the article about UO and EQ being developed for users to pay on an hourly basis, so perhaps long spawn times are a relic of that system.

      If you make it too "casual" however, and people can pop in and out at will, you lose some of the point of the game, the community and the relationships needed to succeed. In a game like this, they only groups you'd see doing things would be people that know each other from RL, so whats even the point of playing? Hey that sounds like Diablo 2, huh?

      --
      All I ever wanted was an honest week's pay for an honest day's work.
    2. Re:MMOCR by stratjakt · · Score: 1

      I dont blame EQ or whatever for such behavior. If he wasnt going to drop out of class to play EQ, it'd be for some other reason.

      Losers lose, thats what they do.

      More personal responsibility, please. Say "I flunked out of college because I was lazy or couldnt hack it", not "I flunked out of college because video games are too fun".

      --
      I don't need no instructions to know how to rock!!!!
    3. Re:MMOCR by Tofino · · Score: 1

      Asheron's Call tends to be the most casual-player-friendly game. There are tons of low level quests, and the most complex or enjoyable adventures aren't necessarily the high level ones. Surely there are rewards for being high level, but it's not necessary. I currently have a level 90 character (high level) and a level 21 (very low) and I enjoy playing them both. Logging in for half an hour to do a quick quest or hunt some monsters is more doable in AC than in any other game -- the rest tend to require a lot of preparation, group finding, etc.

    4. Re:MMOCR by Thud457 · · Score: 1
      Yeah, yeah, yeah.

      We heard this all in the 80's -- Dungeons and Dragons & Ozzy Ozbourn music will make you kill yourself.

      Some people are weak. We shouldn't mourn for them and sue. We should honor them for having the sense to remove themselves from the gene pool.

      I never played D&D, and I've never murdered anyone -- coincidence? I THINK NOT!

      --

      the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff

    5. Re:MMOCR by Anonymous Coward · · Score: 1, Interesting

      A bunch of people I knew were raving about these games (the furniture delivery guy said "Everquest is awesome! It is so addictive, I have got into major fights with my girlfriend over it..."), and so I decided to try them out.

      I tried Everquest and then Dark Age of Camelot. The problem was that I wasn't willing to put in the 3-4 hours a night playing them. Thus, it became hard to get to know people since I wasn't a consistent member of the community. In addition, I didn't advance that far that fast, and didn't know the ins and outs of the games like other players. Eventually I decided to just drop out since I wasn't enjoying it enough and paying 13 bucks a month wasn't worth it.

      For the most part, these games are built and geared towards the obsessive players. Those willing to pay the recurring charges. They are geared to those people willing to spend hours on end leveling their character, getting new items, and whatnot. The game is all about the 'when-I-get-to-the-next-level', or 'when-I-get-my-next-power' addiction so that the gamers keep interested.

      But its precisely that kind of game that turns me off. I enjoy playing video games a couple hours a week, but in a casual way. A persistent world game is definately not for me. However I do like massive video game worlds that I can explore and immerse myself in (for short periods of time).

      The point is that I think very quickly the obsessive gamer well is going to dry up, as those people are most likely to get laid off in these harsh economic times, or have their gaming time cut back dramatically by increased workload as others in their company do get laid off.

    6. Re:MMOCR by JWhitlock · · Score: 1
      Pardon the sudden rant, but why can't there be an actuall MMOG that people can spend, oh, 1-3 hours on a week instead of 10-30 hours a week and still have fun.

      Didn't the old Trade Wars BBS game have a daily limit? Maybe it was just the one I played, but I remember only having a certain number of moves per day, so that I'd have to come back 24 hours later to play again. This was probably because if someone on a dial-up decided to play 16 hours straight, that's 16 hours that no one else could use that connection.

      Of course, if a game put in a limit like this, the hardcore guys would bitterly complain that they were only able to play 1 hour, 4 hours, or even 8 hours a day. And, of course, the company that sold the game would sell advanced accounts without the restrictions...

      What about something like this: important events that last 1-2 hours, that everyone knows when they occur. For instance, a massive-multiplayer sci-fi game, where you play as troops attacking some alien stronghold, and you know your troop ship arrives at 10 PM Eastern Standard. If you want, you can log in early, grab a few other guys and go into the holodeck to try out moves, tactics, and qualify for advanded weapons, or just stay "in statis" (offline) and log in just before the real action occurs. You could reward the diehards with the occasional unplanned "real" action, like an encounter with an undetected alien ship, with the opportunity for aquiring cool weapons.

      I don't see any reason why you couldn't somehow limit the time commitment, but I imagine its the people who like to play 10-30 hours a week that support the monthly subscription model.

    7. Re:MMOCR by FortKnox · · Score: 4, Interesting

      I've contemplated this idea for a long time (I've run a mud for several years now).
      With a good set of rules, I think its possible:
      1.) Remove levels. Everything is based on attributes and skills.
      2.) Put in aging (including death date from old age, character is gone forever).
      3.) Allow players, on creation, to start from either a young age, middle age, or old age.
      You're maniac 50+hours a week players will go for the young age, and can build up better skills when they reach a middle age than any player that starts at middle age. You're 'casual' players start at an older age, which includes a ton of skills, have fun, but don't have to worry about really working on skill development or getting thrashed by the maniac players.
      And if maniacs stay maniacs, they'll eventually die.

      Of course, this won't work well with games that require tons of monthly fees, because your maniacs give you your steady income, but its a great idea for free games like MUDs, etc...

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    8. Re:MMOCR by Sycraft-fu · · Score: 1

      No, people just need to learn to chill. I played EQ and I play DAoC. I also am well known for my short attention span (thus precluding addicton to the games). I play when I want to and don't when I don't. Guess what? I'm not uber, not even close, but I have fun and feel like I get my money's worth and that is what matters.

      Some people just take these games too seriously. They need to back off. It's not so much a problem of game design but people's attitudes. I know lots of casual gamers that thing MMORPGs are great. Hell, that covers most of my friends that play them.

    9. Re:MMOCR by jbolden · · Score: 1

      I don't know about RPGs but for things like Bridge or Chess servers 1-3 hours a week players don't build communities. They generally are somewhat anti-community "I'm here to play not to talk". The people who make the environment the most fun were the people who were there all the time.

    10. Re:MMOCR by Tokerat · · Score: 1


      Just a random thought, and I'm sure it would need refinement and work, but would shared characters make this any better? Have a team of people play as one character, so not as much time needs to be spent per person to gain levels.

      Of course, then there is the inevitable "DUDE! TEH FSCK! YOU SOLD MY SHIELD?!?? IT HAD AH PLUS NIINE AGANSFT OHH-GARRS!! YOU BASFFTERD!!! YOU CAN'T USE MY CHAR ANYMORE!!"

      --
      CAn'T CompreHend SARcaSm?
    11. Re:MMOCR by syle · · Score: 1
      The problem is that EQ is ruining his life, the problem is that EQ is something that someone with an already addictive personality can latch onto, giving them an outlet to ruin their own lives.

      There's no doubt that the game encourages people to spend 40 hours a week playing it and rewards those who spend the most time (I've played it), but even if EQ didn't exist, those types of people would just find another outlet for their deeper problems: depression, alcoholism, etc.

      That's my $0.02, from someone who only took freshman psych. If anyone thinks I'm wrong, I would love to hear about it.

      --

      /syle

    12. Re:MMOCR by cuberat · · Score: 1
      Seriously, these games need to be made so they have a real point

      Then they would cease to be games, now wouldn't they?

      It all comes down to managing your vices. I'm thrilled that EverQuest didn't come out until I was post-30 rather then when I was in college, because the combination of Wizardy and Bard's Tale alone probably cost me a full grade point over the years.

      That said, I kept it under enough control that I graduated on time and have gone on to have a pretty good career in software development. The same can be said about my friends who drank, smoke, or even did drugs. They turned out OK....or didn't, depending on how well they could handle their indulgences. Moderation in all things, right? Personal responsibility?

      If you want to improve your social life, go to more parties or do something else that is actually social. Trying to take an intrinsically insular (though fun) activity like playing a vido game and force it to have 'point' is silly and smacks of social nannyism.

      --

      I'll tell you what the 'effect' is! It's pissing me off!

    13. Re:MMOCR by rsheridan6 · · Score: 1

      You can play games like Quake and UT without commiting 40 hours a week and clans still form.. I think they're so time consuming because they are following the example of UO and EQ even though the reasons to make the games so time consuming are gone.

      --
      Don't drop the soap, Tommy!
    14. Re:MMOCR by Graelin · · Score: 1

      I played a pen-and-paper RPG which had rules like yours. And frankly, I loved it. IMO, The "level" concept is completely flawed.

      The system had an age modifier, well, it was much more complex than that but anyway... You could start out incredably old if you wanted, and have an insane amount of points to distribute. Or you could be very young. The key to this though, is to limit your ranges based on ages as well.

      You may be a brilliant 82yo, but no way your str or con is above average. Likewise, at 8yo, you will not have a "size" (easiest to think of as your height in feet) of 5 or more.

      The trick is adjusting these values throughout the characters life. Of course, in a MMORPG how you manage "character time" would be quite difficult. Those who only play a couple times a week should not age as quickly as one who plays every day for many hours. Then again, maybe they should.

  28. Ten real reasons why MMOGs should NOT be built by Dukeofshadows · · Score: 1, Redundant

    10. We need the money from our existing product without having to worry about competitors 9. Only three-four companies can afford the costs of having to import programmers 8. Script-kiddies figure out how to cheat so fast that the game stops being fun 7. Paying customers can sue you if someone phishes out their credit card number (did we find out the hard way?) 6. There are only so many people with the skills to handle this kind of work, with only 100 not getting their check from Bill Gates 5. We need to recoup our losses from the last IPO before we can let more people into this field 4. Such games "might promote deviant behavior" which the parents of the players could sue us for if their kid does something crazy and blames on our influence 3. Our non-engineer company chairman is still addicted to the game and is holding up our decision-making process 2. Hackers will gravitate towards any popular online gaming sites and may end up raiding your accounts due to inadequate security 1. We haven't been bought out by Microsoft yet!

    --
    As long as there is a Second Amendment, there will always be a First Amendment.
  29. Did you see his picture? by BoomerSooner · · Score: 4, Funny

    That's reason enough. I bet he had hair before he started.

    1. Re:Did you see his picture? by kmhebert · · Score: 1

      I saw the pictures, I thought it was great that someone took fou nearly identical pictures of him touching his fingers together. The article is very good though. I, like probably most of you all, have tons of ideas for a great MMORPG that will definitely make millions of dollars; Walton helps put it in perspective.

      --
      Regular Meta Moderators are not more likely to get mod points.
  30. besides, it's easy to get a card... by feepcreature · · Score: 1
    besides, it's easy to get a credit card from a consumer... Just hit him on the head, and help yourself!

    Except where void, or prohibited by law. Can cause dizziness or shortness of breath. May not be legal in all states. Your mileage may vary.

    --
    Paul "Say no to feeping creaturism"
  31. Learn from Sony by unicron · · Score: 4, Insightful

    Sony has LONG since tackled the issue of harrasing customer phone calls with their customer service program, "Operation: Go Fuck Yourself". Sony believed that if you truly just stopped giving a shit, eventually your customers would pick up on this and quit asking for help. It's a beautiful, horrifying behemoth of a program that paid off big time in their favor. Grats to them.

    --
    Finally, math books without any of that base 6 crap in them.
    1. Re:Learn from Sony by T.E.D. · · Score: 2, Funny
      Sony has LONG since tackled the issue of harrasing customer phone calls with their customer service program, "Operation: Go Fuck Yourself". Sony believed that if you truly just stopped giving a shit, eventually your customers would pick up on this and quit asking for help. It's a beautiful, horrifying behemoth of a program that paid off big time in their favor. Grats to them.

      That's true. They even made a motivational poster for the program.
    2. Re:Learn from Sony by Anonymous Coward · · Score: 0

      Sony has LONG since tackled the issue of harrasing customer phone calls with their customer service program, "Operation: Go Fuck Yourself". Sony believed that if you truly just stopped giving a shit, eventually your customers would pick up on this and quit asking for help. It's a beautiful, horrifying behemoth of a program that paid off big time in their favor. Grats to them.

      It's made me so happy, too. The half a year I played EQ I was exposed to the whiniest bunch of morons it's been my displeasure to encounter. "VERNAT SI ALL IN IT FOR TEH MONEY!!!!!1 HYPORCRITES!" Gordon Wrinn (sp?) was Satan incarnate, Verant actually wanted to torment and then kill every EQ subscriber individually, and even though all EQ was pain and suffering, you had to keep paying the monthly fee anyway.

      I've checked back from time to time, and while the discussions still go that way sometimes, they're much better when they catch on that no, customer service is not going to respond to the complaints they've been reposting for the past 2 years.

  32. howabout by gearheadsmp · · Score: 1

    the fact that MMORPG's don't let you run your own server, edit and create your own levels & mods, and run customer service on a fee basis? (ie EQ wanting you to pay $ to change your character's name.)

    1. Re:howabout by Maul · · Score: 1

      This is one reason. Giving end users the ability to create their own mods and content is a great feature. Especially if a nice toolset is included in the box with the game. Neverwinter Nights is a prime example of this.

      --

      "You spoony bard!" -Tellah

  33. Preaching to the choir? by GeckoX · · Score: 1

    You are right, if the average gamer being talked about is a /. geek.

    But I'd have to agree with Walton on this one, the average user is still scared crapless about giving up a credit card. It's not that their paranoia is based in reality, but rather their perception thereof.

    As well, as he mentioned in the article, this is a much more prevalent problem outside of north america.

    Bottom line is he has the experiance to know whether this is really a problem or not, you can speculate all you like but I don't really think he's lying about this, what would the point be?

    --
    No Comment.
  34. Customer Support by Metallic+Matty · · Score: 3, Insightful

    One of the main points, one which he put much stress on (and I'm glad to see this) is Customer Support. Problems happen; and if the game is to survive and prosper, good support is essential. I've been playing EverQuest for some time, and the support there (which has improved) is still, in my opinion, subpar and problems are often very hard to get some answers/help for. Especially when you have technical issues.

    The old joke was this; "Verant changed the mean of CS; it now means 'Customers Suck'."

    1. Re:Customer Support by MisterFancypants · · Score: 1

      Yeah but Evercrack customers keep coming and paying Sony the monthly dues. So from a business perspective, Sony is doing exactly the right thing. Why spend money increasing customer service if you can have poor customer service and keep most of your customers anyway?

  35. The real reason... by Guitarzan · · Score: 0, Offtopic

    "Yours won't be any more fun than anyone else's!"

    1. Re:The real reason... by Anonymous Coward · · Score: 0

      Offtopic?

  36. Using the wrong business model?? by reality-bytes · · Score: 5, Insightful

    He mentions in the article how 'old business models' aren't suitable for online games; reffering to the pre-packaged product.

    Surely the answer then is to develop a new business model adapted to the new market?
    Is this too blindingly obvious? (I would think he mentions this in the seminar although its not in the article)

    "And don't call me Shirley!"

    --
    Ripping an new rectum in the fabric of spacetime.
    1. Re:Using the wrong business model?? by prestidigital · · Score: 1

      well duh. whether one agrees w/ him or not, i think the problem he is implying is knowing what that model is and how to implement it.

    2. Re:Using the wrong business model?? by luzrek · · Score: 1
      Surely the answer then is to develop a new business model adapted to the new market?

      I'm pretty sure the Everquest has already figured out a good business model for MMORGsm the subscription.

      --

      Galium Arsenide is the material of the future, and always will be.

    3. Re:Using the wrong business model?? by j7953 · · Score: 1
      Surely the answer then is to develop a new business model adapted to the new market?

      Yes, obviously. The problem he mentioned was however not the simple fact that you need a business model that works for online games, but that many publishers aren't familiar with such business models, so as a game developer you have the problem of finding one that is.

      --
      Sig (appended to the end of comments I post, 54 chars)
    4. Re:Using the wrong business model?? by bluesangria · · Score: 1

      I'm pretty sure the Everquest has already figured out a good business model for MMORGsm the subscription.
      Judging by the way many players are fanatically devoted to their particular game, "mmorgasm" might just be the appropriate term. ;)

      blue

    5. Re:Using the wrong business model?? by Anonymous Coward · · Score: 0

      Actually no... I think that's the thing about these games -- players rarely seem to get that kind of release or high level of stimulation or sudden rush. It's generally a slow tease.

  37. Earth and Beyond by DenOfEarth · · Score: 3, Interesting
    so I got the five day demo disc, and rebooted into XP to try it out. I was immediately impressed. Cool science-fiction worlds, great graphics, pretty standard everquest-style gameplay. Then, after a bit of time, I realized exactly why this game wasn't worth my money.

    The world is too static. I can imagine a space game like this one that allows people to travel all over the place, trying to find new things. Granted, it's impossible to allow an infinite amount of places to explore and stuff, but they simply have to start rotating servers, starting the exploration from zero again every once in a while...not let the game get stagnant as it seems to be now.

    This follows exactly from what this guy says. To make a game world that's as dynamic and as exciting as I would want would require a huge amount of support, something a lot of people would like to see, but not something that a lot of people would like to pay for.

    I guess that those ten reasons to not make an MMOG are simply those, but the more people that waste their time and money trying to make it better, eventually will bring along, not to use a silly pop-culture reference, 'the one' that brings it all together. Then we'll be rocking as everyone else will have to copy that one to make success for themselves.

    well, here's hoping that afer the earth and beyond team moves they can start to juice up the sci-fi world they have created in such a way that they really impress people. I've got my fingers crossed.

    1. Re:Earth and Beyond by Maul · · Score: 2, Insightful

      I agree. This is THE biggest problem with MMORPG-type games. Everyone really wants to see dynamic game worlds, but making one would be such an undertaking that I doubt it is fully possible right now.

      What I mean by "dynamic" game world is one where players can have a significant effect on the world's events.

      An ideal example situation is as follows:

      There is a zone highly populated with orc raiders. Within the zone is the orcs' lair, where the orc leader is. The elders of the nearby town are offering a huge reward to get rid of the orc leader.

      A group manages to kill the orc leader. Instead of the orc leader respawning, the orc forces disperse in the zone as a result of the lack of leadership. Perhaps they will regroup in another zone at a later time. As a result of this, there are far less orc spawns in the zone, and the orc cave is now abandoned. Perhaps another type of creature will move in after things have settled down and people have forgotten the orc incident.

      Of course, such a thing is VERY hard to do, while at the same time allowing other players a similar experience.

      --

      "You spoony bard!" -Tellah

    2. Re:Earth and Beyond by Anonymous Coward · · Score: 0

      Take a look at Eve: 2nd Genesis I think you will find this has the flexibility you are looking for.

      http://www.eve-online.com

    3. Re:Earth and Beyond by jafuser · · Score: 1

      I've been playing E&B since mid-December and it's just getting to where I feel like I've done most of the missions and seen most of the content available.

      They do add new content once a month with the game patch, and things have been exciting again in the past week since the newest patch, but it does start to wear off more quickly now.

      I keep wishing it had come with a universe like that implemented in the old game Elite II/Frontier. That universe went on forever. I guess it was generated with some sort of fractal algorithm. No end of exploration there =)

      E&B is a good game, the first MMO i've tried. I'll stick with it for a while, but the developers definitely need to read this article =)

      --
      Please consider making an automatic monthly recurring donation to the EFF
    4. Re:Earth and Beyond by Anonymous+Cow+herd · · Score: 1

      One game that tries to accomplish this (fairly successfully, IMO) is Shadowbane... although they cheat a bit. Instead of allowing players affect the environment (as you said, a very difficult proposition) they form nation-guilds and build cities, and war or ally with other nation-guilds. But you do get to affect the world's events, and it's dynamic.

      --
      Ita erat quando hic adveni.
    5. Re:Earth and Beyond by Skidge · · Score: 1

      But then everyone will complain that they weren't able to kill the orc leader, too, to get the loot that he drops. People always ask for dynamic content, but from playing Everquest for quite a while, I got the feeling that many people like to be able to go to some website, download maps and quest walkthroughs, so they know exactly how to get what everyone else says is the best loot.

      One problem with dynamic content is that only a few get to be the "hero" for that content. People don't play games so they can be the grunt soldiers, clearing out all of the regular orcs, just so someone else can come in an kill the orc leader (unless they are all in a guild or something, working together).

    6. Re:Earth and Beyond by L7_ · · Score: 1

      you're right in a sense... the players expect too much to have control over the situation. They want to know the landscape and what happens in it. Also they want to plan thier play time. They want to fight when they want to fight, they want to chat when they want to chat, and they want to sort through loot when they want to sort. The problem with dynamic content isn't that the players want to be the 'hero' of the content (if the whole world was dynamic, everyone would be doing something dynamic and fun and interwoven) but the fact that players want to control thier play time. If they want to set up a guild function, but instead one of thier leaders is killed over and over at his binding place by a force of orcs and can't make it to the function, he will get mad and stop playing. You can get 'griefed' becuase you aren't allowed to control your own playtime and items. I can think of a game where there is a zone where there are random path walking hard monsters. Noone goes to that zone to camp because they might get killed by a random event and monster that seeks them out, rather than them only wanting to seek monsters out when they are ready (and not afk!). The zone is empty and unused. But that gets into another topic, risk versus reward...

    7. Re:Earth and Beyond by fitten · · Score: 1

      Freelancer just came out too. It is a different model, not MMOG but player run servers (each can support up to 128 players) and has persistent data.

    8. Re:Earth and Beyond by Maul · · Score: 2, Interesting

      Yeah... this is what I meant by my last sentence...

      EVERYONE wants to be able to kill enemy generals and get all the ph4t l3wt. People want dynamic worlds, but they also want a world in which everyone can be the hero.

      Which leads to another problem of MMORPGs... EVERYONE in the world, with the exception of NPC Shopkeepers, is an adventurer. Walk around EQ and you'll notice that there are no "commoners."

      When you play a D&D game with a similar "kill the orcs" plot, the members of your party are likely to be the only adventurers in town. Everyone else is a merchant, farmer, etc. and would get mowed down the moment they step into the orc lair. You are the ones who have to do it. The end experience is more rewarding for the players, and you don't really have to worry about other players, because there are none.

      --

      "You spoony bard!" -Tellah

    9. Re:Earth and Beyond by YoJ · · Score: 1

      It is actually not impossible to offer infinite game space. You can use a pseudo-random number generator to generate dynamic environments, with suitable culling functions to choose the "best" ones. This generally works best for abstract games (e.g. the terrain in SimCity). With advances in AI, it could be possible to make this work for D&D style games, too.

    10. Re:Earth and Beyond by DenOfEarth · · Score: 1
      whoa, is that kind of like charging less or more money depending on certain things that you do in the game? whoa, that kind of gambling would make these things WAY MORE addictive...I could imagine it. Although, that's a pretty cool way of getting people to do parts of the game that are way harder....

      My favourite idea along the same gambling kind of lines would be to give everyone on a given server at a certain time a random chance to be a certain hero with destiny or something like that...say there's like a big badass ultra-wizard fortress with tanks and guns and helicopters and a giant moat filled with crocodiles. five random people on the server get chosen to do a mission that will change the face of the map that everyone else is playing on...!!!! wow....i shouldn't have smoked out, man....but this new monitor...17inch LCD is great!

  38. I'm glad... by robtm · · Score: 0

    that the guys at http://www.atitd.com decided to make their game.

  39. Sorry... by faaaz · · Score: 1

    1. Develop MMOG
    2. Share market with 100s
    3. ???
    4. No Profit!

    --
    we come in peace / shoot to kill

    --
    we come in peace / shoot to kill
  40. To explain by Yokaze · · Score: 2, Interesting
    This is not a summary, but a list of his item-titles and misses the purpose and meaning of the article.

    Well, all those points are true.
    It is like the list of 10 Reasons not to Develop a Newsreader, or How To Optimise: "Don't do it".
    This list doesn't mean that one shouldn't do it. But probably you shouldn't do it. At least in the majority of the cases.

    All those important issues are probably most often ignored or underestimated.
    It is a good advice at his fellow developers to keep this list in mind, before they start on their (probable) odyssee.

    And my opinion in point ten, he makes already clear that such a reminder is necessary.

    Over 100 persistent-state worlds are in development, many by small independent shops with limited resources

    --
    "Between strong and weak, between rich and poor [...], it is freedom which oppresses and the law which sets free"
    1. Re:To explain by On+Lawn · · Score: 1

      I agree. There's one good reason to do it.

      They can be ultimately cool and fun.

      I'm still hoping some day for an Autoduel mmorpg adaptation. It doesn't even have to be 3D to be cool. Anyone know if Lord British or Origion would open up the Autoduel code or even sell it to me really cheap?

      -----------------
      OnRoad: Hit the Road.

    2. Re:To explain by bluelan · · Score: 1
      Autoduel rocks!

      However, looking at the Autoduel code isn't going to help you much in creating a new game. Most of the graphics and collision detection will be done in unreadable machine code. The approaches used in 1985 won't help you much in writing the game in 2003.

      The code dealing with actual weapon effects and such just implements a subset of Car Wars, a game by Steve Jackson. The settings and characters are also based off his work.

      Also, Origin was bought by Electronic Arts. Lord British no longer works there. Good luck prying anything out of EA's greedy grasp. Talk about a company I have no good-will for.

      Anyhow, instead of thinking about the old code, sit down with the smooth scrolling demo code for OpenGL for a couple hours instead. Once you understand that, you can draw some nifty block graphics and build some maps to scroll across. Add a car in the middle and some direction controls and you'll have most of the graphics for autoduel.

      You'll also need to design a new setting and new game play rules so you don't have to license Car Wars, since this is probably a hobby project.

      After that will come the hard part - figuring out how to communicate real time critical information across a wire with variable latency between clients. Oh, and you have to do it without trusting the client very much because people can hack their clients to try to gain an advantage.

      Good luck with it though. I, too, would love to see Autoduel in the wild again. That game taught me to count cards in blackjack and made me memorize poker odds. I owe alot to that game ;)

      --

      I used to be a narrator for bad mimes. (wright)

  41. open it up by egoff · · Score: 4, Insightful

    The author sees problems that need to be micromanaged. In my experience with projects like this, you need organic growth, not sudden, rapid growth like the Sims Online got. Many users are willing to create content for you, if you waive their monthly fee. This could represent a small portion of your userbase, and the content creators become more valuable than their waived fee. In regards to customer service, many of the most sucessful online games have a group of players who are in a "mentor" role. They answer questions, help out newbies, etc. Some do it out of good will, others do it for special privilages they get in the game. These two simple steps can drastically reduce the complexity of an online game.

    1. Re:open it up by foyle · · Score: 1

      Poster:
      In regards to customer service, many of the most sucessful online games have a group of players who are in a "mentor" role. They answer questions, help out newbies, etc.

      Article:
      Moreover, any massively multiplayer game that relies on volunteers to support other customers or run events is opening itself up for huge lawsuits.

      Did I miss something?

    2. Re:open it up by egoff · · Score: 1

      Where a license is used for open source code, a similar license can be used for mmog users in a mentor role. Granted, some level of support is needed from the game itself, but, if used properly, nearly every issue can be resolved by an experienced player. The company must explicitly define the role of these mentor players and the type of support it will offer, but by allowing users to support each other, you can avoid the costs associated with support. With a proper license, most lawsuits could be dismissed, and any that aren't couldn't possibly be too large to settle.

  42. A big reason left out... by Tofino · · Score: 5, Interesting
    A huge reason for not making a MMORPG, especially on a shoestring, is that your game at release cannot possibly hope to compete with games that have been balancing and adding content for a year, or three, or more.

    A good example of this is Asheron's Call 2 vs. the original Asheron's Call. AC2 is a beautiful game that you can run through and just appreciate, while AC1's graphics are merely functional. AC2 has brand spanking new crafting and town building systems, while AC1 has the same old ones. AC2 offers individualized dungeons so groups can go hunting and questing without running into packed "camped" dungeons, and AC1 does not.

    Which game has more subscribers and active players? AC1, by a wide margin, despite never having received anything in the way of advertising from Microsoft (as opposed to AC2 which was widely and aggressively marketed). AC1 simply has more content -- more stuff to do. It may not be eye candy like AC2, but the eye candy effect wears off after a week or two anyway. To catch up to AC1's three years of monthly (free) expansions, AC2 would have to -- well, be out three years. Or hire a MUCH larger content team (the AC2 content team is basically the old AC1 content team).

    EQ2 will face the same problem compared to EQ1. People are going to buy EQ2, go "ooh, ahh", log in, appreciate New Freeport's amenities, walk outside and fight a couple of rats, and go back to their level 65 guys in EQ. Why would they want to level up on rats again in a game with 1/10 the content of EQ?

    Games without the brand recognition of AC and EQ have it even worse off. Dark Age of Camelot somewhat sidestepped this phenomenon because they were the first "next generation" MMORPG out of the gate (Anarchy Online was too buggy at release, so doesn't count ;)), and got the disgruntled AC/EQ/UO players. The newer games, such as Shadowbane, have a LOT to live up to. Current MMORPG players will compare everything to their current game, and if the new game doesn't REALLY shine, they have no reason to leave. They have too much time invested in their characters. And The Sims Online's tepid sales show that the market isn't ready to expand much yet -- you're dealing with the same bundle of players that you have to lure away from their current addiction.

    1. Re:A big reason left out... by EastCoastSurfer · · Score: 1

      I agree. It makes me wonder then why even do a AC2 or EQ2. Just make another expansion to update the graphics and add more content to keep your recurring revenue coming in. That is where the money is anyway.

      I think Mythic did a decent job in that respect. They released an expansion which updated the graphics nicely and added a bunch of new content/classes, but it didn't caniblize their original DAoC game.

      I believe in order to make a AC2 or EQ2 to work you need to move your player base from the original to the update and then shut down the original. I know it would be a logistical nightmare, but it is the only real way I see in doing a version two of a popular MMORPG.

    2. Re:A big reason left out... by Tofino · · Score: 1

      The point is usually that there is something broken about the existing game. In AC, the main broken thing are the allegiance chains, a sort of XP-pyramid-scheme that let groups of players get to high level in a shorter amount of time than they reasonably could. My thinking about this is: if players just want to level and experience the endgame, why stop them? I'm happy with my guys of various levels plonking about the land with my friends. Occasionally I'll see a group of the maxed level folks doing whatever it is maxed level people do, and run happily by, content to pursue my own, less-uber content. Choices.

    3. Re:A big reason left out... by Teh+Suq · · Score: 2, Informative

      Quote: "AC2 offers individualized dungeons so groups can go hunting and questing without running into packed "camped" dungeons, and AC1 does not." I play AC2 on occasion and it does *not* have individualized dungeons.

    4. Re:A big reason left out... by Tofino · · Score: 1

      Sorry, this must have changed since beta. In beta, when you went into one of the quest dungeons with the cutscenes at the end, it was for your fellowship only.

    5. Re:A big reason left out... by Teh+Suq · · Score: 1

      We are getting off topic here, but let me explain (I was in beta too). All the dungeons in AC2 are open to everyone. At the end of the dungeon (talking about the vaults in particular) is a big mean monster. If someone in your fellowship kills it, you all get to go through the final portal to a room where you use a shard to see the cut scene.

      However, the big mean monster will respawn and the next fellow could technically kill it and join you in the final room. So it is not really individualized there either.

      Anarchy Online had individualized missions, which I would like to see something similar in all MMORPG's.

    6. Re:A big reason left out... by DrXym · · Score: 3, Insightful
      You assume the likes of Asherons & EQ are balanced. I only have experience of EQ (two years worth), but I can tell you this - it was horribly, disgustingly, offensively unbalanced.


      Essentially the situation was that unless you were some no-life loser who spent 10 hours a day on the system you were doomed to slowly, very slowly slog, slog away watching that exp bar crawl up one pixel at a time. After an eternity you raise a level, learn a few new skills or spells and repeat. The process for the casual player (as in a few hours a night) was just an exercise in tedium. There was no 'balance' here - the game was tuned to make progress as slow and as painful as possible. Worse, it was tuned assuming folks were twinked with unfeasibly over powered armour and weapons. So unless you wasted a disproportionate amount of time raising funds to buy uber gear you stood no chance of progressing because the mobs would murder you in a second.


      It wasn't just the game that was the problem. Patch after patch and expansion after expansion demonstrated beyond a doubt that Verant didn't give a shit about the casual player. Every single expansion without exception has been deliberately aimed at the high level player. Sure you might see some 'newbie' zones but by and large expansions were developed for 30+ players, i.e. those already 'hooked'.


      So casual gamers could basically fuck off. If you weren't constantly running EQ fullscreen for 10 hours a day there was little chance of progress. After the abysmal Shadows of Luclin expansion followed by a price rise I dumped the damned thing and I'm glad I did. It was a wrench to be sure, no doubt from the Skinner box like reward model, but I'm happy to be rid of the bloody thing. I don't think short of some extraordinarily positive reviews I would ever touch an online game written by Sony or Verant again.


      Now addressing your points of EQ / AC players moving back from version 2 to 1. I would not be surprised if Verant and Microsoft offered 'migration' paths that enable characters to upgrade from the old version to the new one. I would be extremely surprised if they offered a route in the other direction.

    7. Re:A big reason left out... by EastCoastSurfer · · Score: 1

      The point is usually that there is something broken about the existing game.

      I don't know much about AC, but if there is truly something broken then why not fix it with a patch?

      In more general terms, I think MMORPG game companies need to think of themselves less as game companies and more as service providers. Their primary product should be their original game, then they should do optional add on upgrades and some 'free' upgrades.

      This method would keep original content from really never going to waste and keep you out of the competition with yourself scenario.

    8. Re:A big reason left out... by startled · · Score: 1

      People are going to buy EQ2, go "ooh, ahh", log in, appreciate New Freeport's amenities, walk outside and fight a couple of rats, and go back to their level 65 guys in EQ. Why would they want to level up on rats again in a game with 1/10 the content of EQ?

      Or they could leave the fucking stone age of game design and not have you level treadmill on rats.

  43. That's not hard! by Thud457 · · Score: 1
    It's not hard to get customer credit card numbers!

    Maybe they should worry a little more about securing their online payment systems!

    Ohhhhh, wait...
    He's talking about getting their customers to provide credit card info for billing.
    See above, it still applies.

    --

    the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff

  44. BBSs by gmuslera · · Score: 2, Interesting

    When I read the article, the first I thinked that this guy should not have been running a BBS in the old days. Most of this points could be correlated to an (hypotetical? there was ever one published?) list of 10 reasons you don't want to run a commercial BBS (specially if you programmed it, as myself). Of course, this list is more actual and have problems that are not fully related to the BBS ones, but anyway, gived me some sort of deja-vu.

  45. Hello, Mr Mod by FortKnox · · Score: 1

    From the article:
    ...and a somewhat unorthodox report of the Game Developer Choice Awards, where Metroid Prime was named Game of the Year.

    Off topic my rear :-P

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    1. Re:Hello, Mr Mod by Anonymous Coward · · Score: 0

      Whining about moderation is the most pathetic meta discussion that exists on Slashdot. Grow the fuck up.

  46. #11 by cyrax777 · · Score: 2, Interesting

    People like me refuse to pay to play. We already bought your damn software now just let me play the damn game. Yeah I know the monthly fees go towards the servers and stuff but I personly refuse to pay to play software i already payed for! and for the record I dont play any MMPORPG's

    1. Re:#11 by Anonymous Coward · · Score: 0
      Interesting? This has got to be the most uninteresting thing I've read here all day.

      So YOU don't want to pay-to-play. Whoopty shit! Who are you?

    2. Re:#11 by stratjakt · · Score: 1

      If the game was free for download (and why not, anyone interested in playing it has a broadband net connection anyways), then maybe a monthly service charge makes sense.

      But $X a month on top of $Y purchase price just comes off as stickyfingered.

      They probably make a ton of cash off of people who buy the game, play it for 3 days, dont like it, and dont subscribe for any longer.

      --
      I don't need no instructions to know how to rock!!!!
    3. Re:#11 by Anonymous Coward · · Score: 0

      i got a free copy of altered ebast with my genesus

  47. Less pessimistic? by xfs · · Score: 1



    This seminar may have been more useful as "things to keep in mind when starting a mmog". Why would you discourage people from designing something?

    IMHO, It sounds like he just wants less competition.

    Side note: Whats with the horrible selection of pictures that come with this article? It's a seminar, shouldnt they just have one picture of him speaking? Maybe some screenshots? Instead they have four pictures of him speaking, not even at different angles. Ones blurry too.

  48. Re:7: Getting a Credit Card from a Customer is Har by Anonymous Coward · · Score: 0

    Well shit, if you have abysmal credit and don't have a card, they're probably doing you a favor by not letting you fritter away your cash on useless stuff like games.

    Go buy some cigarettes and Mad Dog 20/20 instead, and solve the problem of you for us.

  49. You'd think that... by siskbc · · Score: 1
    Its like any other product! If you are only going to make a half-assed attempt then you may as well not bother.

    Yes and no. I tbink the guy makes a compelling argument that a small shop can do a good job on a tightly written, possibly smallish, well-executed game. That won't work here. The point is that 1), marketing MMORPG's is quite different than marketing other shrink-wrap games, and 2) You can't make a small MMORPG at all (obviously).

    Surely the brightest minds in game development dont need someone standing up there telling them that massive online multiplayer games aren't as easy as single player ones?!

    No, but the dumbest game company exec in charge of development sure as hell does. Like he says, even the best MMORPG's have gotten a lot of core issues wrong at the start. Most of them suck at the beginning and only get better after constant tweaking, hopefully with consideration of player input. I think that says that game companies don't know how to make a MMORPG by ship date. The best ones are from the companies that are responsive enough to make the game better, and to care enough to fix it, after the ship date.

    --

    -Looking for a job as a materials chemist or multivariat

  50. Re:Electronic crack-MIT dorms by Anonymous Coward · · Score: 0

    MIT dorms share a 100Mb/s connection to the outside world. On the otherhand, you generally have really low pings from them.

  51. Interesting comment about shorter gameplay. by TheKodiak · · Score: 5, Interesting

    It's interesting that he mentions shorter gameplay - one of the online games I've enjoyed the most is (Although not an online RPG) Magic: The Gathering online. I really like it because I can sit down, log on, play a game, and log back out - all in the space of 10 minutes. There's no "I need to go get something to drink, let me wait for a 30 second logout animation, a 20 second 'connecting to character server' screen, and then another 20 second login animation when I get back," and there's no "I want to play, but it's going to take me 10 minutes to get my character ready to play, and another 5 minutes to run to the place I want to hunt (or another 10 minutes to try to find a ride there) and then there's really no point if I don't play for at least 20 minutes."

    --
    -=Best Viewed Using [INLINE]=-
  52. Gunpei Yokoi by scot4875 · · Score: 1

    Of all the GDC awards, the one that I was most pleased with was the lifetime achievement award given to Gunpei Yokoi. The NES and (to a lesser extent) SNES game library were equal parts Miyamoto and Yokoi. Metroid, Donkey Kong, Kid Icarus ... The Game & Watch series, the NES and SNES design, all contributed to (if not outright created) by Yokoi.

    Not to mention the whole Gameboy thing... Who'd have thought that ugly Gameboy would pave the way for its successors' complete market dominance.

    It's good to see the man honored. It was a tragedy that we lost him so young.

    --Jeremy

    --
    Jesus was a liberal
    1. Re:Gunpei Yokoi by Anonymous Coward · · Score: 0

      Ironically, he also created the wonderswan, which had its butt handed to it by the successor to his own creation, the GBA.

  53. MMORG Project Plan by Limburgher · · Score: 1
    1. Come up with killer concept

    2. Get capital

    3. Create, huge, killer, dynamic world

    4. Incorporate amazing gameplay

    5.???

    6. Profit!!!

    --

    You are not the customer.

    1. Re:MMORG Project Plan by La+Temperanza · · Score: 1

      1. Come up with killer concept that is impossible to implement, then nerf it down to standard issue hack and slash

      2. Get capital

      3. Create apparently huge but actually really small & static world, so there's lots of room for expansion packs

      4. Incorporate amazingly bad gameplay

      5. ???

      6. Profit anyway!!!

      --

      --
      est modus in rebus
  54. Ode of the Terminally Uninformed by Mulletproof · · Score: 4, Insightful

    10: Too Many are Being Built
    But there are very, very few good ones.

    9: It Requires a Mastery of Too Many Disciplines
    Oooh, I thought that was half the fun. It's like saying "the tech tree is just too darned big!" in MoO3

    8: A Huge Team is Required
    But somebody is obviously making money off of it, so what's the problem again?

    7: Getting a Credit Card from a Customer is Hard
    Huh? Not from somebody who actually wants to play the game. Maybe you're talking about the whiny 15 year olds I hear on the XBox forums all the time.

    6: The Online Industry is Counter-Intuitive to Packaged-Goods Company Management
    So you look towards other examples of services that have succeeded with "24-hour operations, 365 days a year, with continuous customer support, etc, etc". Is this really a reason not to make an MMOMMOMMORPG? Sony obviously disagrees.

    5: Everything You Know about Single-Player Games is Wrong
    Um, not really. Plot? Interaction? The mastery of many disciplines????? Sure, there are radical difference in some areas, but a reason not to make a MMORPG? Pretty weak.

    4: The Internet Sucks as a Commercial Delivery Platform
    Dot bust, blahblahblah. Once again, where you complain, others have succeeded.

    3: Customer Service is Hard
    I'm sorry, but this man's "points" sound increasingly like whining. Customer service is a fact of life. Yes it's online. No, it's not crippling. DEAL WITH IT.

    2: There are Lots of Legal Issues
    Like ANY industry. He refers to Ultima misfortune. Last I heard, ultima was a good example of how not to handle an MMORPG. It was especially bad in it's opening years if I remember right. Customers were revolting in droves. So yeah, if you screw your fanbase over, I can see the potential legal issues.

    1: They Cost Too Much money to Build and Launch!
    Perhapse, but lets refer to point #10: Their are too many being built. Points #10 and #1 don't exactly share a happy coexistance with one another in why you shouldn't make an MMORPG. "My God! They cost too much, but everybody is building them anyway!" Huh? Either A) You're lying/Don't have a clue or B) There s enough profit potential inspite of reasons 1-10 to do it anyway.

    If you said C) Both A and B, you get a star.

    --
    You need a FREE iPod Nano
    1. Re:Ode of the Terminally Uninformed by Anonymous Coward · · Score: 0

      Hmmm... While you have some points, I think you're really pointing out why this list should be "10 Reasons Why A Computer Game Company Shouldn't Think They Can Make MMOGs".

      Or, IOW, this presentation was targeted at the GDC audience.

    2. Re:Ode of the Terminally Uninformed by Cam+Wheeler · · Score: 2, Interesting

      "9: It Requires a Mastery of Too Many Disciplines
      Oooh, I thought that was half the fun. It's like saying "the tech tree is just too darned big!" in MoO3"

      I have to wonder if you actually read the article since it's very clear that he is not talking about the mastery of disciplines by players of the game, rather, the actual game creators.

      I don't agree with everything this guy says by any means, but you sound pretty ill informed yourself and that lowers the credibility of your other points.

    3. Re:Ode of the Terminally Uninformed by Kenneth · · Score: 1

      You appear to have completely missed the point of the article. When network gaming first became feasable there was (and frankly still is) a huge push to make everything multiplayer, even if it does not make sense to do so. Even now you get people gasping in astonishment when someone releases a single player only game.

      The same pattern is emerging in MMOG's. Someone comes up with a good idea for a game. Then we get a little play:

      Marketing: MMOG's make a lot of money. We should do one of those.

      PHBOK, we'll make our next game MM.

      Writers: The story doesn't really fit. It fits a single player story better.

      PHB: We're going to make money. You'll make it fit.

      Game designers: This style of game really doesn't lend it self to more than a couple of players.

      PHB: We're going to make money. You'll make it fit.

      Coders: The game engine won't handle the extra procesing for this game.

      PHB: We're going to make money. You'll make it fit.

      Customer service: We really don't have the staff to do this.

      PHB: We're going to make money. You'll make it fit.

      The point of the article was for companies not to fall into the trap of making an MMOG just because they're the popular thing to do.

      We had FPS mania, RTS mania, multiplayer mania, and now Massively multiplayer mania. He's not saying "Don't do it." He's saying "If you're going to do it, know that there are a lot of problems, and if you're thinking of only doing it half assed, then don't do it."

      He's right. The game industry is perpetually emulating whatever 'winner' is out there right now. We get a lot of moronic derivative games that suck. We pay $50 bucks for a crap game that has pretty pictures and not much else.

      If I were giving games awards, I would give Neverwinter Nightes the greatest missed potential award. The original campaign is only slightly better than the average game out there. However the ability to get user created modules is wonderful. However it still misses the point.

      What about a simple game engine. You could charge for or even give away the game engine. Then you could write short games for the engine. These would be sold for longer periods of time. Currently a game lasts about 6 months on the shelves. These could be released like books. Kept on the shelves for a while, and still be enjoyable.

      A flexible enough engine would allow all manner of stories to be told, While Neverwinter Nights holds everyone to a D&D world, some fairly minor changes to the engine would allow much more flexibility to the stories, and characters. For multiplayer aspects, you would have to be able to set some rules, but that could easily be accomplished as well.

      The entire game industry needs to wake up. Stop doing whatever is the newest popular craze. MMOG's have a place. Don't make every game into one, just because it what's happening now. It will bite you.

      Now let's look at his statments, and some of your responses.


      8: A Huge Team is Required
      But somebody is obviously making money off of it, so what's the problem again?


      Are that many making money off of it? If you had read the article, there is the idea in the game industry that you can write a game, and kind of forget about it. You make a hunk of money and go on to something else. Evidently a lot of these companies are trying that with MMOG's.

      Also, can a company without huge resources actually succeed with an MMOG? Or does someone huge need to put out the cash until it can make money?


      7: Getting a Credit Card from a Customer is Hard
      Huh? Not from somebody who actually wants to play the game. Maybe you're talking about the whiny 15 year olds I hear on the XBox forums all the time.


      Not just talking about people in the U.S. He specifically said that it was less of a problem here.


      6: The Online Industry is Counter-Intuitive to Packaged-Goods Company Management
      So you look towards other examples of services that have succeeded with "24-hour operations, 365 days a year, with continuous customer support, etc, etc". Is this really a reason not to make an MMOMMOMMORPG? Sony obviously disagrees.


      And sony is such a good example of customer service? The point he's making here is that if you don't want to shell out for 24-hour operations IN ADVANCE, you shouldn't make an MMOG.


      5: Everything You Know about Single-Player Games is Wrong
      Um, not really. Plot? Interaction? The mastery of many disciplines????? Sure, there are radical difference in some areas, but a reason not to make a MMORPG? Pretty weak.


      In other words, don't take s single player (or even multiplayer game, and slap an MM setup on it, and try to run with it. That's what happened when multiplayer gaming first hit big. Now it seems to be happening with massively multiplayer gaming.


      2: There are Lots of Legal Issues
      Like ANY industry. He refers to Ultima misfortune. Last I heard, ultima was a good example of how not to handle an MMORPG. It was especially bad in it's opening years if I remember right. Customers were revolting in droves. So yeah, if you screw your fanbase over, I can see the potential legal issues.


      There are more here. Now you get sued because someone lost an item. You either have to get huge numbers of small judgments against you, or you have to send someone to represent you in small claims court. He noted specifically what was going on in the article. If something happens in a single player game, no big deal, but these non-existant items in MMORPG's now have real world value. That means that if someone gets an item, and looses it even if it was their fault they can sue you in small claims court. You then either have to pay them off, or go to the expense of sending someone to their court to represent your company. Either could get expensive. Once again his point isn't "Don't do it." it's "Don't do it if you're not prepare do handle this."

      After reading your responses I'm sure you didn't actually read the article. Or at least, not the whole article. All he really said is that the game industry is broken, and will do dumb things just because someone else did it and made it work. He's encouraging the game makers, not to do a half assed MMOG. That's all.

      --
      There is a civil war coming in the United States. Remember which side has most of the guns
  55. Thanks. by Anonymous Coward · · Score: 0

    Now I'm craving a cheeseburger!

    Thanks a lot. :)

    mmmmmm cheeseburger...

  56. #9 correction by Mulletproof · · Score: 1

    Misread #9. It's like any other multiplayer game in existance, so the point is still busted. What game doesn't need incredible game code, awesome artists and world-building resources, great community management, airtight customer service? With the exception of an enterprise-level server and traffic management system, and a reliable billing system, what's the problem again?

    --
    You need a FREE iPod Nano
    1. Re:#9 correction by Anonymous Coward · · Score: 0

      You need a database team and more net specialists. It needs a much more diverse group of talent, and you can't just ignorantly lump all that into "code". Seriously, if you don't know anything about the business (and you obviously don't, apparently being just a luser) then shut it.

    2. Re:#9 correction by Mulletproof · · Score: 1

      Obviously, you being so informed to make such a judgement about shutting "it".

      --
      You need a FREE iPod Nano
  57. Re:Please please please usage based charging by Ironpoint · · Score: 1


    When you die we'll write

    "Ran out of personal responsibility"

    on your tombstone.

  58. Key Point - Quality not Quantity by sfranklin · · Score: 1

    I think the most important point in this article was in the conculsion. "Don't pollute the market" Walton said. The worst thing that could happen to MMORPGs is a bunch of crappy games. I fervently hope that upcoming releases like Star Wars Galaxies will be wonderful - but if they aren't, the whole genre could die.

    --
    Skip Franklin
    It's always darkest just before it goes pitch black. -- despair.com
  59. I REALLY hope developers take this to heart by Gyorg_Lavode · · Score: 4, Interesting
    I really hope developers take what he has to say to heart. As an EQ player and a moderator of a fairly large Everquest and MMoRPG board, I understand many of these issues. Many game companies look at Everquest, see enormious revenue and think it'd be a great idea.

    In truth, sony pours TONS of money into Everquest. Their bandwidth alone is huge. Add onto that that they have a full development team for dealing with the implimented game, (the live team: fixes bugs, etc), and then another whole development team that builds expansions and such to add content. They are contuiously changing the core code of the game, (such to add features not implimented in the original game such as 2 new user interfaces since the game was released).

    They have 50ish servers compromising, (from what I understand), of roughly 30 computers per server, which means for every patch they are possibly updating around 1500. (Though it should be noted that I doubt they patch every computer every patch.) Also, these servers are located in both the United States and in Europe. And they are expected to have minor patches done in 2 hours, major patches, (for things such as expansions), done in 8. And no loss of any amount of data, (such as what character has which items), is tollerated in any way. Because of this their network administration must be near flawless.

    Now lets look at what we have down the pipe. We have games that are being thrown together by people who come from single player games instead of MUDs and D&D. We have people who design games with out the backing of the enormious companies it takes to supply the capital required for a 4 to 5 year development cycle, implimentation of the enormious amount of hardware, the marketting, and the payroll for the support staff. We have people who don't realize that they must either be perfect at what they do, (see blizzard), or tap a previously untapped nitch, (Star Wars Galaxies) of MMoG potential. It would be wise that they make sure that the nitch exists and that the model for advancement in the game actually holds water first though (The Sims: Online).

    In the end, we will have many companies that put 2/3rds of the work and money into making the games all competing with each other for a very small populace of people who are not already commited to as many games as they can afford time wise and monitarily. Most of them will die out, just like the dot-com bust.

    But many games will pervail. Star Wars Galaxies will likely be as big, if not bigger than Everquest. Worlds of Warcraft shows amazing promise. Horizons seems to be a crowd favorite. And whatever product is being build by Sigil will be one of the leading contenders. (For those who don't know, the company is run by the people who made the decisions about Everquests form and is funded by microsoft. They also have recruited alot of the senior staff that had previously worked for the Everquest team.)

    But with the majority of the market for Online RPGs and D&D type worlds already accounted for through Everquest, (or soon to be picked up by the above mentioned games), Developers better have a spot for their game to fit and they better do a DAMN good job of designing it, populating it, and supporting it if they plan on recouping their losses.

    --
    I do security
  60. Choice of Metroid is disappointing by Junks+Jerzey · · Score: 1

    Metroid Prime is solidly implemented and sure looks and sounds good, but it is very middle of the road otherwise. It has some atrocious die/retry loops very early on. It hits all the big cliches, like a reactor that's going to blow in N seconds, and you have to get out before it goes. I have a hard time coming up with much of anything about the game that's fresh or not done completely by the book. Hmmm...turning into a ball is fun, but that still doesn't push this into "Game of the Year" territory by any means.

    I'm not knocking Metroid. It's a decently fun game, especially for the traditional "kids with lots of free time" market. But just because a movie is solid and safe doesn't mean it should win an Oscar for best picture.

    1. Re:Choice of Metroid is disappointing by blincoln · · Score: 1

      I'm almost to the end of Metroid Prime.

      I think it captures the design and mechanics of the others in the series well, but I agree that it doesn't go in enough of its own directions. When I found the crashed frigate, I immediately thought "hey, am I playing a new game or a remake of Super Metroid?"

      I also *really* wish that they'd spent some of the obviously high production budget on some better writing. For a game with literally no spoken dialogue, the written text that explains what's going on is kind of weak IMO. Maybe leaving it out entirely would have been best.

      OTOH, it *is* a lot of fun to play, other than not having a way to turn down the difficulty of the bosses.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
  61. Motor City Online by phriedom · · Score: 1

    Motor City Online was a fairly low-commitment game. Oh you COULD spend lots of time in it if you wanted to score the top weekly times for the most tracks and win the weekly TOP GUN award, but most people just wanted to race each other in similar cars. You could set up a race with all kinds of car restrictions (Vintage D, Classic B) based on horsepower/weight and age, and other user restrictions (over 4000 lbs. only) so that the game wasn't just about who had accumulated the most money. I don't think I ever played it for more than 10 hours in a week, usually less. I played it for 3 months in the winter of 2000, until the sun came out and there were other things to do.

    IMHO, that game failed for reasons other than gameplay. The box was not clear enough about the $10/mo fee, and there were pissed people on the forums all the time complaining that they had just wasted $30 and they didn't even have a credit card, then they would warn all their friends not to buy it. The box also promised features that didn't make it into the game before I quit playing, which again made people angry. So with the PISSEd people talking it down instead of telling all their friends how great it was, it never achieved critical mass that would have allowed it to get profitable and keep adding content.

    It was a good idea that was even executed pretty well, but was marketed wrong. Alas.

    --
    Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
  62. Re:Please please please usage based charging by sweetooth · · Score: 1

    Better than some of the other things people have suggested.

  63. Ah, that answers the question... by Mitreya · · Score: 1
    ...about which that I have been wondering for a long, long while:

    Why is it that MMOG's charge a fee of 40-50 bucks just like any other game would and yet they also require a non-trivial monthly fee. I would expect a monthly fee game to at least be cheaper than others. So this answers it:

    Right now, Walton theorizes, the model works in the United States because it's based off of a packaged goods model - people have already invested $40-50 to buy the box and take it home, so they're more willing to justify that expense by subscribing.

    So that's it! I personally think that if they had incorporated the start-up fee into monthly subscription they would have far more customers. I know that I would probably try subscribing if it were so. When again, I value whatever social life I still have left, so maybe they have saved me :)

  64. finally by acidrain69 · · Score: 1

    I'm glad someone is stepping up and saying this, though I doubt anyone will listen.

    The name of the game is scarcity. It is VERY important to advertising and gaming. If someone is going to dedicate between 5 and 40 hours of their week to playing a game, how are they going to play other games? I don't think there is NEARLY the market for MMOG's as there is for single player games with small multiplayer capabilities.

    If you are going to make an MMOG, it better be DAMN good, or you aren't going to retain any customers.

    An MMOG isn't anything like a single player game. I can go back and play Final Fantasy 7 or Zelda Ocarina of Time anytime I want, but what happens when a publishing company doesn't feel it is making enough money off a game? ZIIIIP! That was the sound of the ethernet/fiber being pulled on the server. Now you can't play it. Worthless. You just spent $10 a month for the last 2 years on a game that is now gone. $240 vs a one time fee of $40. No contest to me.

    --
    -- Having a Creationist Museum is like having an Atheist place of worship
  65. MMOG Niches Still Exist by bobsledbob · · Score: 1

    Clearly the MMOG space is over-saturated with companies looking to produce titles with millions of active players, huge budgets and so-forth. Likely 95% of these companies will fail, especially the independants.

    There is, however, still vast amounts of MMOG market space waiting to be tapped. I think there's no question we're going to start seeing lots of very creative, lower key and alternative MMOG's with very unique and exciting concepts emerging on the scene. These are the types of games the indies CAN succeed with and WANT to develop.

    Take Imperial Wars for example. This is a very exciting alternative to the hack and slash MMOG's out there now. It's a turn based (almost play-by-mail like) game that doesn't require you to spend 30-50hrs per week waiting around for some MOB to respawn, but requires that you socially interact with your team in order to succeed. It captures both the edge-of-your-seat strategy and the social aspects of the online community.

    Companies that capatilize on creating games that Joe Average has time to play, games that have extreme strategy but also harness the community effect of the internet, are sure to reap rewards.

    --
    Beware of geeks bearing formulas.
  66. Reason Number One by Frobozz0 · · Score: 1

    "First and foremost, it's a bad idea to make these games at all. If you do, you'll be competing with me. I'm obviously insane. You don't want to mess with my bad-assness."

    --
    "Politicians find new names for institutions which under old names have become odious to the people."
  67. Let the users create by Spazmania · · Score: 2, Interesting

    The amount of content required is IMMENSE.

    Duh. That's why you don't try to build it yourself. Make a game in which the players build the world. And then encourage them to do so. I suppose this ties in with:

    Everything You Know about Single-Player Games is Wrong

    That's right Dave. One of the "wrong" things is the premise that the game creator creates the world. That doesn't work! The game creator has to create the rules of the universe and start the world. Then, if he expects to not be swamped, he has to sit back and let the players take it from there.

    --
    Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
  68. Independent Games Festival Winners by Trunks · · Score: 2, Informative

    Not to be overlooked are the winners of the 5th Annual Independent Games Festival competition, which were also announced at the GDC awards ceremony.

    The festival included ten innovative and often offbeat titles, such as Teenage Lawnmower (a mowing simulation that manages to incorporates issues such as domestic violence, unplanned pregnancy and alcohol abuse) and Pontifex II (a game that lets you design your own dream bridge, and hope it doesn't collapse). The competition's grand prize was won by Wild Earth, a beautifully animated game that sends players on an African safari to take pictures of wildlife. (Wild Earth also won two awards in the IGF for Game Design and Visual Arts).

    --
    This post sponsored by Ninja Burger. "
  69. I'll tell you why they suck... by Mullen · · Score: 4, Interesting

    I never have been into MMO (Massive Multi-Player Onlines) and I'll tell you why:

    1) Recycled games themes; You get either Dungeon and Dragons or Future Space SciFi. No one is really breaking out of the box on this. Of the 100 games on the market, they fall into these two catagories.
    2) Too restrictive, Narrow play. Stop making the game so static. Just make a world that has rules and let the players do the rest. Don't make it so you have to do missions to advance.
    If players want to be in a clan that raids other clans, then let it be. You can make protection zones (No fighting in the zones), but once out of the zone, go at it. For exmaple, let players set the price of items by supply and demand.

    I am still waiting for a Fallout (Post apocalyptic) style MMOG where I can be evil or nice or anything in between. Just create the world and let the players do the rest.

    --
    Linux O Muerte!
    1. Re:I'll tell you why they suck... by PatSmarty · · Score: 1

      Excellent point! I agree.

  70. Wow, look at all the neg mods by Anonymous Coward · · Score: 0

    in this thread. They talk about Metroid Prime in the DAMN ARTICLE WRITE-UP, none of this (except for these anti-idiot mod flames) is off-topic.

    MS astroturfers must have gotten their mod points today. That's fine, it means they won't be posting their shit in the story, and they'll be fuxxed in metamod.

  71. Its hard, but good by Anonymous Coward · · Score: 0

    These types of games may be hard to bring to realization between development and money, but they are the best to play. Stop whining and start sucking it up. Two thumbs down of his top ten. Loses all credibility with me.

  72. He's not a Mathacologist, That's For Sure. by Beardo+the+Bearded · · Score: 1

    He says that for 100,000 people, you'd pay about $5 million to set up and deploy the game.

    Let's see: 100,000 people * $10 per month * 12 months per year = $12 million per year.

    $12 million - $5 million = $7 million

    Nope, that's not profitable at all.

    --

    ---
    ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    1. Re:He's not a Mathacologist, That's For Sure. by valkraider · · Score: 2, Informative

      That was his "set up and deployment" costs. You also have "development" costs, and then on-going "enhancement" costs - and the biggest and most sinking one, "support" costs.

  73. Deer Hunter Online? Awesome! by panaceaa · · Score: 1

    I think an MM online deer hunting game would be awesome! Think about it... your goal is to hunt. But there are other hunters, whom you can shoot too. But if you shoot them, you're immediately become "evil", and police start coming after you and other hunters can shoot you with abandon. Being evil is not permanent: If you manage to get a distance away from any other hunters, you become "normal" again. If you get shot when you're normal, you only get injured, but if you're shot when you're evil, your character dies.

    As you kill more deer, elk, and evil hunters, you get better weapons. As you gain knowledge of the terrain, you can figure out better ways to hunt both game and people and get away with it. Or if you're a good person, you'll find out better ways to catch evil people.

    This scenario will encourage people to hunt in groups. That way, if potential evil people approach and maim someone in your hunting party, you can easily catch the evil person and gain considerable skill. Lone hunters wouldn't be able to defend themselves for a period after being shot.

    Potentially you can also have cabins to keep your weapons, which can get robbed, and bullet-proof vests, and hunting stores. The terrain would be variable, with rivers and mountains creating natural barriers for would-be escapers.

    Anyway, if anyone knows how to develop games, feel free to take my idea...

  74. How about multi-platform? by valkraider · · Score: 1

    One of the things *I* would like to see in a MMORPG is better multi-platform compatibility. If you could make a game that people on Windows, Linux, Unix, Mac, PS2, XBox, and GameCube could play - TOGETHER, on the SAME servers - you would sell faster than "Pamela Anderson fscking Tommy Lee" videos.

    And I also agree with making one that you don't have to give up your wife, children, job, and dog just to play. Not that giving up some of those would be all bad...

  75. Who needs games like this.... by Rudy+Rodarte · · Score: 1

    ...when you have SUBSPACE!!
    I swear, we wasted so much time on this game back in college. That, Command and Conquer, and Duke Nukem 3-D

  76. MUD!? by Anonymous Coward · · Score: 0

    The 10 points taken, they are mostly about money (or reducible to it). There are hundred if not thousands of succesful MUDs out there that have been keeping their players happy since the days of the command line OS. Theres content, complexity and good community management there in spades (nearly always this is done unpaid by hobbyists; indeed players aspire and strive to become "wizards" eventually and manage this sort of thing). The best MUDs are quite selective and picky about how joins the admin staff; usually experienced players with a known reputation.

    So perhaps the problem isn't that these things can't be done; perhaps its that its hard to turn a profit doing them? I'm going to stop short of drawing an Opensource comparison here, but I think this is something to think about. Building communities is perhaps best left to...communities? Now theres a novel idea.

    (And yeah, I know a text MUD isn't quite the same as Everquest, but I think my point still largely holds).

  77. So like the story said by BoomerSooner · · Score: 2, Insightful

    your mkmorpg will make millions (3) and cost millions to develop and support (5) so you'll wind up losing (-2) millions!

    I'm a fan of online gaming but the stakes in the MMORPGs are too high. You feel like you're always behind. Where as in Neverwinter or Counter Strike you're only as good as the map and your skills.

    Which mine have deminished significantly recently, where are you CS:Condition Zero?!?!?!?!

  78. After two decades in the industry... by Anonymous Coward · · Score: 0

    ...he's bald.
    hehe

    nah man forget I said that, no dissing the bald people
    sheit foo ya can't hold ya beer

  79. Biggest problem not mentioned in article... by StarTux · · Score: 1

    Is EQ...People have invested a lot of time and in many cases real money to get the characters to where they want them. And as you know, this is something he did touch upon, there is a lot of content in EQ and they have been adding more and more over time...So all this makes it hard for someone to just quit and move onto other games.

    EQ 2 will be out this year and I really believe it may encounter the same issue with regards to getting players to switch...They have stated they will not actually close Eq 1 until it becomes less profitable. Indeed if indicators include server merger vs server expansion then Sony are in the process of putting a new server online due to increasing subscription.

    Actually started late in EQ and the reasons:

    1. UK had no free dial up access

    2. Box price + subscription seemed too expensive. Actually having to buy a box put me off for a long time

    just imho.

    StarTux

  80. Stagnation by rf0 · · Score: 1

    Am I the only one who is bored with 3rd Person Shooters and MMORPG's? Can any think of any new ideas? Something exciting and new?

    Rus

  81. Maximum Charisma's Spectacular Online Game failure by lanner · · Score: 4, Interesting


    This guy has got this issue right on.

    I worked for a computer gaming software development company called Maximum Charisma Studios in 2001-2002. I was the systems and network engineer, doing all of the production and corporate infrastructure -- desktops, servers, Microsoft, GNU/Linux, WAN and LAN networking.

    Maximum Charisma actually produced their first software title called Fighting Legends to store shelves, which was a huge accomplishment considering that we were independent. We had Sony manufacture the CDs and a few other things, but we handled distribution. We outsourced some customer service agents for the anticipated needs of customers, but that was about it. The company consisted of about 30 people at it's height.

    Fighting Legends was supposed to be a Multiplayer Online Real Time Strategy (MMORTS) game. It required a network connection that I metered out to be an average of something like 25Kbps bursting to 80Kbps per user for the persistent connection. Latency was a big issue, with the edge of enjoyment being about 250ms.

    There was trouble with Fighting Legends. The big mistake was design. The game was designed poorly because the company was inexperienced. It lacked story, it lacked refinement of play, and it lacked fun. The game was not fun, so nobody played it. I know the actual statistics of how many players we had, how many at one time, etcetera, but I am not going to quote them. Instead I will just say that we didn't have enough.

    The overhead to keep the company going without the subscription cost meeting the break even point is what killed the company. We could have gotten more money, we could have really cut down on spending, we could have probably made it for the second title if it was not for the overhead costs of Fighting Legends. It was the data center costs that were the killer -- $900 per month per cabinet, and about $5K+ per month for power data and other service costs.

    Maximum Charisma took about 2.5 years of development time. The product was on the shelf on November 1st of 2001. The company called it quits on January 29th 2002, even though the servers stayed up for almost two months after.

    Here are is a picture from Maximum Charisma Studios of our data cabinets. This is off of a 1.5Mbps VDSL line, so be wary. And don't even tell me about cable management. We got those 65 some odd servers out of box, software loaded, and in the rack within 72 hours. It was a break neck operation. As for the hardware costs of all of this equipment that you see, it was something like $450K -- I still have the receipts to prove it.
    http://www.Opendreams.net/jesse/images/Maximu m_Cha risma_Studios/20011030_MaxCha/P1010045.JPG

    Here is the Maximum Charisma death notice;
    http://pc.ign.com/articles/354/354578p1.h tml

  82. OT: Your sig... by Anonymous Coward · · Score: 0

    ...is one of the funniest things I've seen in a long time. The resemblance is... frightening.

  83. Now that we've cleared that up... by reality-bytes · · Score: 1

    I was stating the obvious to save anyone else doing so, still: Im just wondering if the game software-houses aren't that stuck in their ways that building a new business model seems totally alien to them now.

    Just something that keeps coming to my mind in this topic; Imagine GTA3 as a MMOG. Like the game or not, and whatever business model you apply, there are a hell of a lot of people who would have the credit-cards out there and then.
    So why hasn't/isn't it being done? - Its either that they really are stuck in there ways or that I'm missing something (the latter is more probable)

    It could also be that the scale of such a project (you prob. couldn't even use the original engine) is just sick making at the very prospect ;)

    --
    Ripping an new rectum in the fabric of spacetime.
    1. Re:Now that we've cleared that up... by Anonymous Coward · · Score: 0

      Turns out that massively multiplayer games are hard. Who knew?

  84. Content Content Content? by Soong · · Score: 1

    If Content is the key to your MMOG experience, then perhaps the revolution will come with AI/Heuristic automatically generated Content.

    There need to be more Unbounded games. I'd still be playing SimCity, with a population of billions no doubt, if I weren't restricted to that finite map. And then I'd network-portal my SimCity to yours and we'd scale up and build a distributed planet.

    An unbounded game can't be exhausted of Content. Just set up the rules and the space.

    --
    Start Running Better Polls
  85. Animal Crossing by mcc · · Score: 3, Interesting

    Just a thought: i rented Animal Crossing from blockbuster a couple of days ago, and it really does a good job of fitting what you describe.

    The game is basically The Sims, except from the perspective of a Sim rather than the perspective of God. The game takes place in realtime-- it works off the Gamecube's internal clock-- and even if you aren't there, stuff happens and changes in the town.

    The reason the game is interesting is that after the 30-40 minute tutorialish session of setting up a new character, it is basically designed such to make you want to play it for about ten minutes every day-- however, after about ten minutes, there really won't be much to do. You basically sign on to see if anything changed in the town, see if you got any mail, check with your neighbors and see what's up, *maybe* do something to get some money to help toward eventually paying your mortgage and see what's new in the store. And then there really isn't much else to do, usually, unless you want to just sit around and fish. This is brilliant becuase it keeps you from getting sick of it. And, of course, every few days something will actually be *happening*, or every so often you'll decide to plant some trees, and you'll be playing for a couple hours maybe. But you generally won't overdose on it: you can't sit through and experience the entire game in one solid weeklong gaming session. The game *forces* you to take it in small bites, yet ensures there is something special worth signing on for every single day-- yet doesn't *penalize* you if you just stop playing for a month.

    This is an example the MMORPG world would do well to follow. As you note, a system like this would lead to some community "issues", but it would make content creation, system maintenence, etc, an order of magnitude easier.

    Interestingly, shigeru miyamotu is on record as saying that Animal Crossing 2 will have "network support". I assume this means internet support. As of now, it's possible to "take the train" to a friend's town with your character if you either borrow their memory card with their saved town on it, "take the boat" to an "island" if you plug in a GBA with the GBA version of animal crossing saved on it. I'm very curious how they'd implement internet features.. it could wind up being like a kind of p2p MMORPG.

    (Note to everyone: make sure if you rent this game, you either have a spare memory card or rent it from somewhere that includes with the rental the memory card that came with the game. An animal crossing savefile takes up a full 57-block memory card.)

    1. Re:Animal Crossing by EuroChild · · Score: 1

      Of course if you don't play for a month you'll finally get back on and check your messages:

      ~ You have 15 min. to move your car.

      ~ Your car has been impounded.

      ~ Your car has been crushed into a cube.

      ~ You have 15min. to move your cube.

      --
      Does this make my brain look big?
  86. Re:Maximum Charisma's Spectacular Online Game fail by Frizzled · · Score: 1

    once again demonstrating that high charisma is useless in video games ...

    _f

  87. Exactly (rambling follows) by mcc · · Score: 2, Interesting

    The problem with MMORPGs is that they very very closely resemble paper and pen RPGs, but cover exactly one end of the traditional roles within that game: the player. There is no place for a GM in everquest.

    This is a problem that you rarely saw with, say, MUDs, because most MUDs you had an average of maybe 30 people on at once, and if you wanted to make your own MUD, or MUSH, or MUCK, why then, you just had to get some hardware that could handle 30 heavy text connections at once, and type descriptions of an intricate world. You could easily play the GM if you wanted to, long as you owned hardware. And then with MUSHes, even a non-administrator player could play GM as long as they could learn a simplified version of Forth.

    I think "There" has the best idea, at this point: they have an open-ended world with the ability to be extended by users, programatically. People can recreate the world in any way they want, and interact with it however they want, even in ways that the people who made the game never foresaw. The community can build itself and entertain itself without the company having to build 3d models for everything that happens. And, of course, it empowers the user.

    People want to be able to tell their own stories, there are a *lot* of people with the technical and creative expertise to come up with perfectly entertaining content on their own (as long as someone gives them some stock art to work from..) and i think users are a lot happier with the traditional MUD two-admins-and-28-players ratio than the Everquest "log a complaint and we'll schedule you with an admin appointment in two days time, after the other 10,000 requests are dealt with" ratio.

    What i think is going to be the killer app as far as MMORPGs go is when someone figures out how to make it is as easy to make an everquest-style "graphical MUD" as it is to set up a Diku MUD, and then somehow links together all the player-created worlds so that you can let characters drift between them. The only problem i see with this system is accountability-- if you can transfer characters between worlds, what's to stop someone from creating a "everyone immediately levels to 99" world? Most likely, some kind of system would have to be implemented whereby each world would just have policies as to what they will and won't allow, similar once again to traditional pen and paper RPGs-- like, you try to bring in your 50th level Godlike Jedi Master into a star wars game around here, and everyone will go "Um, no, here's a piece of paper. Everyone else in the game at the moment is at *about* level 10, dumb your stats down to level 10 or so and give us a backstory for a character of that experience."

    Of course, the problem there is that then you start going less toward a persistent multiverse and more just toward a series of played-online pen and paper RPGs with some kind of associated community.. at which point you might have just as much fun with an *actual* play-by-email pen and paper rpg, or just finding some kind of database of active MUSHes. So i'm not sure how this would work out. But it's definitely something I think is worth experimenting with.

    Also, i'm not quite sure how Yiffing would be implemented within such a system.

    Any thoughts?

  88. Re:Maximum Charisma's Spectacular Online Game fail by Imperator · · Score: 2, Funny
    I worked for a computer gaming software development company called Maximum Charisma Studios in 2001-2002. I was the systems and network engineer, doing all of the production and corporate infrastructure -- desktops, servers, Microsoft, GNU/Linux, WAN and LAN networking.
    Is it just me or is this guy subtly looking for a job?
    --

    Gates' Law: Every 18 months, the speed of software halves.
  89. GW did not create UO by Anonymous Coward · · Score: 0

    I worked at Origin for 3.5 years. Gordon Walton was brought in a full 2 years after its release from another EA development house in Charlottesville, Va. called Kesmai. He had no hand whatsoever in creating Ultima Online, but did a lot of work to clean it up.

    GW is pretty much a bad ass, as well as a pretty swell guy.

  90. Re:Two things: Small company MMORPG by magicianeer · · Score: 1

    Small companies cannot make the same games as big companies. Small company games must be clever, not massive.

    IMO, the answer to content for a small company is reusable content, like a soccer field or Quake level. For an MMORPG, this would be a New York style city. You can see it all in a week, but there is always something going on (that does not require the attention of the Programmers). Imagine Antigua in the age of piracy.

    I have not heard of anyone doing large scale random content in MMORPGs, though this was done effectively in some single player RPGs (Nethack and company) and strategy games (Civilization).

    For high level players vs low level players, put things in the game that are level independent. Perhaps make the "powerful" stuff in the game depend on location in the world or some other more dynamic effect than long play time. Or associate level with the player's actual game skill vs other players instead of a character attribute. In other multiplayer games, the newbie gets the same weapons as the old timer.

    --
    You can have it good, fast, or cheap. Pick any two.
  91. Abandon EQ1 chars and bye bye Sony by Morgaine · · Score: 1

    People are going to buy EQ2, go "ooh, ahh", log in, appreciate New Freeport's amenities, walk outside and fight a couple of rats, and go back to their level 65 guys in EQ. Why would they want to level up on rats again in a game with 1/10 the content of EQ?

    I agree, but oh, it's much, much worse than that. From what we hear, Sony will not migrate EQ1 characters to EQ2 *and* will shut down EQ1 after a period to free themselves of the immense costs of running two COMPETING systems in parallel.

    And at that point, when they abandon people who have invested years in developing their EQ1 characters, they will suddenly find that they themselves have been abandoned, and have lost a huge proportion of their regular monthly income. When you kick a person in a place that matters they tend to remember it, and by the time people's characters are in their 50's and 60's, they matter to them. EQ2 could be the prettiest place in existence, yet it will be perceived as fatally flawed if it bars one's own EQ1 characters from entry. People are their characters.

    Talking to fellow guildies about the likely effect of this, I have not yet found a single one that would be willing to start from scratch again. We'll have to see how this plays out, but it rather looks like those business managers who decided on the non-migration policy from EQ1 to EQ2 have taken business stupidity to a new level of magnificence.

    --
    "The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
  92. What's the point again? by lucasw · · Score: 1

    The gameplay still seems oriented around individuals or small party adventuring: If a thousand players are individually killing bugs on different parts of the map, are any of them gaining a more enriching experience for being in the same massive and persistent world?

  93. Scripted Obselence by Bios_Hakr · · Score: 1

    I've recently taken up DAoC. And while I like Sony's release once, update often Everquest model, I think the way to go is to have a MMORPG with an end.

    You could have a "Final Chapter" with an end goal. Anyone who completes this goal could either start AC1 over agian as a nobody, or start AC2 as "Sir" this or "Lady" that. You'd migrate your customer base over to the new game and give the "karma cap" people some status in the new game.

    --
    I'd rather you do it wrong, than for me to have to do it at all.
  94. Who wants competition by CrazyJim0 · · Score: 1

    Industry is going to get a big kick in the ass when I release KyuFu end of the year. I estimate I'll make 1-100 mil/month off the bitch.

  95. Haiku by Anonymous Coward · · Score: 0

    Soviet Russia:
    new diversions are needed,
    The haiku writes you.

  96. It won't work. by Anonymous Coward · · Score: 0

    Not for a MMOG.

    Levels are a relic that should be done away with, I agree. There's no excuse for them to be around. They slap the idea of immersion right in the face, they do. Sure - so do skills and attributes, but less so than 'levels'. You don't see a level 20 plumber fixing your pipes. You do see a highly skilled (hopefully) plumber.

    Aging won't work. People are attached to their characters. They get fed up and quit when their 100-10000 hours (entirely feasible - I've seen *more* than 10k hours on various M*s!) is laid waste and gone forever - IE, when their character dies.

    However, a corollary on the note of "but its a great idea for free games like MUDs"..

    Free? Money has nothing to do with it. Character death can work, and it can work well. The problem is, it can only suitably exist in a roleplaying environment.

    Everquest is not a roleplaying game. UO, DAOC, AC are not roleplaying games. Final Fantasy is not a roleplaying game.

    About the closest thing to a graphical roleplaying game that exists is Neverwinter Nights, and that's only if you have a seriously good DM running a campaign.

    The problem with roleplaying online is that players are like children. They must be constantly monitored, otherwise, it all goes to hell. If you don't watch every move, you suddenly have people whose characters can chew gum, write a novel, walk their dog, fire a gun and dodge a tactical nuclear weapon, all at the same time.

    At that point, the game is befukt.

  97. Dumb by Anonymous Coward · · Score: 0

    Nobody is going to want to play a game where your character dies from old age. It reminds me of those no-warning deathtrap rooms like they used to have in text adventure games. It just happens for no good reason and pisses you off. Personally I would never play a game where I spend hundreds of hours playing a character, only to have it killed off by the gamemaster for "old age." We have enough dying of old age in the real world, we don't need an online simulation about it. There is nothing fun about dying of old age.

  98. Re:Maximum Charisma's Spectacular Online Game fail by lanner · · Score: 0

    Imperator said: Is it just me or is this guy subtly looking for a job?

    --

    You know damn right!

    Yes, the shameless plug is that I am looking for a job. The good news is that I have a phone interview with a major computer gaming software developer come Monday. Wish me luck.

  99. Metroid Prime is *NOT* FPS by Inoshiro · · Score: 0

    It is first-person persective, but it's not a first-person shooter. Until you use the left stick for strafing/moving, and the right stick for turning/aiming, it's not FPS.

    Metroid Prime is one of the very few first-person action games in existence. It emphasizes action sequences over aiming skills, which is why I draw this distinction.

    Plus, anyone who tries to play it like an FPS always ends up hating it. I've had a few people say they hated it because they couldn't use the C-stick for aiming/turing.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
  100. Re:Maximum Charisma's Spectacular Online Game fail by Anonymous Coward · · Score: 0
    a major computer gaming software developer

    Couldn't you have just said "a major game company" instead of padding it out to sound all "professional"?

    For fucks sake man. That's annoying. It's two steps away from buzzword bingo.

  101. Re:ALSO SEE... MR. GOATSE'S GAPING ANUS. LOOKS GOO by Anonymous Coward · · Score: 0

    Do you really think anybody reads slashdot for any other reason? In SOVIET RUSSIA, naked natalie portman petrifies you with COLD grits!

  102. Re:Maximum Charisma's Spectacular Online Game fail by Imperator · · Score: 1

    Good luck!

    --

    Gates' Law: Every 18 months, the speed of software halves.
  103. apart from being true .... by DrSkwid · · Score: 1

    I sit in irc all day (while @ work) and used to sit in everquest all night (waiting for SWG).

    The single mighty difference is that it provides something to talk about that has novelty and can hold your interest AND it's nothing to do with your actual daily life.

    It has the stuff that gives you your strokes - gossip, rumour, truth & lies, cooperation, boredom, achievement, anticipation, surprise, disappointment & elation and humour.

    Some people will say "get a life" and I'm saying "S'ok, I buy my life from Sony, you go back to watching Coronation Street"

    I got better value from the hundreds of hours of EQ time than I ever got from many other activities.

    By necessity the genre will get depth as time goes on. I'm looking forward to what I'll be drolling my way through in 20 years time (should I make it).

    --
    There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
  104. SLASHDOT: READ AT -1 OR DIE by Anonymous Coward · · Score: 0

    I want a filter that lets me cut out anything scored higher than a 1. The trolls are the only fun about slashdot.

  105. Last Post! by alpg · · Score: 0

    A rope lying over the top of a fence is the same length on each side. It
    weighs one third of a pound per foot. On one end hangs a monkey holding a
    banana, and on the other end a weight equal to the weight of the monkey.
    The banana weighs two ounces per inch. The rope is as long (in feet) as
    the age of the monkey (in years), and the weight of the monkey (in ounces)
    is the same as the age of the monkey's mother. The combined age of the
    monkey and its mother is thirty years. One half of the weight of the monkey,
    plus the weight of the banana, is one forth as much as the weight of the
    weight and the weight of the rope. The monkey's mother is half as old as
    the monkey will be when it is three times as old as its mother was when she
    she was half as old as the monkey will be when when it is as old as its mother
    will be when she is four times as old as the monkey was when it was twice
    as its mother was when she was one third as old as the monkey was when it
    was old as is mother was when she was three times as old as the monkey was
    when it was one fourth as old as it is now. How long is the banana?

    - this post brought to you by the Automated Last Post Generator...