Biggest Growth of MMO Titles Still To Come?
ShannonA writes "Dave Rickey examines the growth of the online RPG industry in his newest Engines of Creation article, 'Age of Discouragement?'. Based on his own analysis, and SirBruce's MMOG subscription chart, he projects that the best growth for MMORPGs is still ahead: 'In truth, we are solidly in the growth phase of our market, and our largest related markets have yet to really open up.'"
Of course the growth is still to come.
The growth will come when there are MMO games that do not involve HOURS of doing nothing. Because the devs will finally realize that doing nothing is neither intresting nor excieting.
The growth will come when there are MMO games that have fun things to do that don't get repetative after 2 days, or after 2 months or after 2 years.
The growth will come when there are MMO games that have a strong community of players supporting each other.
The growth will come when there are meaningful interactions between the players. Not "I OWNZ JOO!", not "Lets group up and XP", something deeper.
The growth will come when there are MMO with massive worlds, meaningful means of transportation and player property.
The growth will come when the PVP is meaningful and fun. Not something put in just so that highlevels could do "something".
There is currently no MMO that does this.
Everquest fails on the player property and has plenty of time sinks. Still the the most "perfect" MMORPG out there. I played it for over 2 years.
DAOC fails in the same areas as Everquest plus it lacks anything fun to do after 2 months.
Anarchy Online fails because it's more repetative than tick tack toe and lacks any purpose in high levels.
UO is dead. Lacks any real purpose other than chat once GM level is achieved.
SWG is horrid. There is NO reason what so ever to advance your char in the game. The game lacks purpose. Nothing that you do in SWG is fun for longer than 2 months. Took me 1 month to get bored of stockpiling money and buying the BEST gear out there.
PlanetSide is repetative and in no way persistant. The world needs to be far far larger. The base you capture is lost in an hour and you'll just capture it again, rinse and repeat.
I'm a MMORPG addict, well used to be. Been clean for months. It's all dull. Even Everquest can get repetative after a few years when your character has better gear than you ever thought possible and withstood challanges that seemed impossible. Once the challanges aren't so challanging, it's not fun anymore. It becomes a huge waste of time. If EQ didn't require so much time to be wasted, I'd still play.
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I disagree. I think there will always be games that do not require online play for a number of reasons:
1) Play at your own level. I am not a game whiz. I used to play America's Army online, but I am sick of getting sniped in the first 30 seconds. There will always be enough people out there who are so much better than I am, that it's just no fun to play.
2) Play your own game. If I want to camp, I don't need a pack of 12 year olds with foul mouths cursing at me. It's my game and I'll camp if I want to.
3) AI will get better. I know we keep hearing it, but something's got to shake loose in game AI, right? If it does, that's less reason to play against another human.
4) Cheating will always be difficult to stop.
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So far, all MMO games that have been released have failed to achieve cross-over between the Western and Eastern markets. This includes MMOGs that started in the U.S and Europe, like Everquest, and MMOGs that started in Asia, like Lineage.
The true global market is probably at about 10-12% saturation with today's games, meaning we are still in the Early Adopter phase, and not yet into the Early Majority. Thus, we have 90% growth potential ahead, for any game(s) that can actually become popular in the global market.
And, of course, China is getting more wired every day. And the only profitable games in China will be online games, because console and single-player games have a 99% piracy rate there.
So, IMHO, the MMO market is still very much in it's infancy, and the best days are still far ahead of us.
One key is in creating games that appeal to both hard-core and more casual gamers (or at least casual gamers that are willing to pay for their games)
Another key is in coming up with new types of pricing models, like mini-subscriptions, group discounts, and shared subscriptions, and charging subscriptions to your phone bill.
And, of course, the games need to get better. It's time to get off the leveling treadmill!
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segmentation fault - core dumped.