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EverQuest And The Skaff Effect Explored

Thanks to the QT3 forums for pointing to a Bastion Press column discussing why EverQuest and its sequels may always be the most popular MMORPG series. The author argues that EverQuest, though not without its problems, is good at keeping up with the competition: "Sony learns from other products released into the marketplace, and they continue to watch new developments from new games and absorb the more innovative features." This is all part of what he calls 'The Skaff Effect', referencing a similar phenomenon seen in another genre: "Despite a number of very good games in the tabletop RPG marketplace, none of them have ever managed to topple D&D as the #1 game in the field. Skaff Elias (one of the guys behind the Magic revolution) hypothesized that any new game released into a marketplace dominated by one brand would only serve to drive more consumers to that brand."

72 comments

  1. I don't agree by Kethinov · · Score: 4, Interesting

    Honestly IMHO that's a bunch of nonsence. EQ was the first truly 3d MMORPG which gave it it's initial huge player base. Since MMORPGs are addictive, people stick with'm. And since MMORPGs are about the MMO part, people flock to popular ones. Yes a big part of EQ's success is that it has stayed current, but if EQ was released only 2 years later, someone else would be leading the race.

    BTW, FFXI is catching up fast.

    (Disclaimer, I play UO... on emulated (free) servers :p)

    --
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    1. Re:I don't agree by uXs · · Score: 1

      Um, that was the whole point of the article dude. He was saying that because it was the first big MMORPG, it's going to stay that way forever.

      If it had been something else, then that something else would have been the first and the biggest, and still be that way today, and all alternatives would only strengthen its position.

      --
      What our ancestors would really think, if they were alive today, is: Why is it so dark in here? (Terry Pratchett)
    2. Re:I don't agree by Rhys · · Score: 1

      The article author obviously played any other first-gen games either, like AC. Content and story are key to AC, with monthly updates moving it along for three years now, with only one expansion that even today is optional. Their story is sometimes over the top but hey, it's more interesting than mob iteration #528374.

      He also misses one key point. Irrelevant at the moment due to the RPG world being swung away from it. EQ (and most other MMOs, including at the very least DAoC, EB, AC2, HZ, and AO) is class-based. It will never have the character-build flexibility of AC. I've never seen anyone manage a class-based combined with skill-based system.

      Given D&D is class based they're probably fine for now. If D&D and paper RPGs ever change to skill based, Sony is going to be in a heap of trouble.

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    3. Re:I don't agree by unclethursday · · Score: 1
      If D&D and paper RPGs ever change to skill based

      White Wolf already uses a much more skill based system than D&D.

      You could say there are different 'classes' within the White Wolf games, as they do have different calns/tribes/kiths/traditions/etc. in all their games, but these 'classes' only affect certain aspects of the characters, while (most of) the rest of the skills and such used are not dependednt upon what type of character 'class' is chosen.

      Granted, White Wolf is a far cry from the sales of D&D, but they are number two in the pen and paper RPG world, IIRC. Plus, they have their Swords and Sorcery line which is d20 (and sells very well from all accounts), plus they are the publishers of Ravenloft now as well.

      Oddly enough, though, White Wolf is publishing the EverQuest pen and paper RPG as well under the OGL (not the d20 license). Or, at least they were as of this past August, I don't know if that has chenged.

    4. Re:I don't agree by Araxen · · Score: 2, Interesting

      FF XI is the #2 MMORPG on the market atm with 400,000+ subsribers and thats w/o the console version of the game being released stateside. They will at least pick up 100,000+ more subscribes when that is release. Everquest will be the #2 MMORPG come 2004.

  2. Not necessarily true by Lord_Dweomer · · Score: 5, Insightful
    ""Despite a number of very good games in the tabletop RPG marketplace, none of them have ever managed to topple D&D as the #1 game in the field."

    While in pure dollars, none have managed to topple D&D, many have stolen large numbers from its playerbase. In the article (yes I did RTFA) they mention that while new games coming out may be innovative, they will never steal a significant portion of EQs 500,000 playerbase. Let me give an example of why this may not necessarily hold true.

    Whitewolf.

    If the points made in this article were true, D&D would have absorbed the innovative features Whitewolf games have, and Whitewolf would be histroy. Yet Whitewolf has its own thriving playerbase that grows every day, in large part due to their many innovations (LARP?). There are always exceptions, and the points made in this article are most CERTAINLY not the rule.

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    1. Re:Not necessarily true by Dachannien · · Score: 4, Informative

      It's not really fair to compare pen and paper RPGs with computer MMORPGs anyway, and here's why:

      A small RPG house (like, say, Chaosium) can stay afloat with a very few products with low circulation numbers, because the development and maintenance costs for a pen-and-paper RPG are scalable (that is, if you plan on having a small audience, you don't have to hire 50 people to work on the thing - in fact, in this day and age, half a dozen could conceivably produce a nice-looking pen-and-paper RPG).

      On the other hand, developing a computer game requires the creation of content as well as the program itself, and for MMOGs, content (being King, as Brad McQuaid has said) has to be extensive to keep individual people playing (regardless of the size of the audience).

      While MUDs - being smaller - have managed to stay afloat throughout the MMOG revolution, they require a fraction of the people needed to create content (art, world-building, sound, and design, not to mention programming) and to maintain operations.

      For MMOGs, however, all those extra people *are* required, and so in order to have a game with compelling content, you have to start with a minimum expected playerbase (to recoup development costs). Investors will want to see the game generate profits, and companies will be unwilling to devote time and resources to a game whose profit margin is less than they could get on another project.

      I have no idea whether Elias is right or not. But I can tell you that EQ has made some tremendous improvements in the past year based on the successes of other games, as well as some that they came up with themselves.

      Too bad that SOE's marketing department keeps getting in the way of a good product, though. But that's another story altogether. :p

    2. Re:Not necessarily true by Stray7Xi · · Score: 1

      The article takes a very singleminded view based on features. It seems to me that people play WhiteWolf because of the genre and the style. IMHO WhiteWolf *system* isn't very good.

      From the WhiteWolf games I've observed or played in, the rules are even more loosely followed then D&D. It seems the players want to play Vampire, but it's not clear they care if it's Vampire: The Masquerade.

      But then I also knew people that bought the book because of it's content without any desire to play the game.

      I never understood WhiteWolf, but guess I'm just not into that genre.

    3. Re:Not necessarily true by PainKilleR-CE · · Score: 2, Insightful

      Yet Whitewolf has its own thriving playerbase that grows every day, in large part due to their many innovations (LARP?).

      Just a note, but LARP, regardless of whether or not it was official or had a name, was a big part of the reason for the whole D&D scare in the first place. People will do that sort of thing with almost any rpg system, it's simply that Whitewolf's games, for one reason or another, seem to be more popular in this fashion (maybe because it's far more popular to fantasize that you're a vampire than a lvl 1 dwarven fighter).

      --
      -PainKilleR-[CE]
    4. Re:Not necessarily true by DAldredge · · Score: 3, Funny

      LARP isn't new. It used to be called acting. :->

    5. Re:Not necessarily true by Lord_Dweomer · · Score: 1
      "People will do that sort of thing with almost any rpg system, it's simply that Whitewolf's games, for one reason or another, seem to be more popular in this fashion (maybe because it's far more popular to fantasize that you're a vampire than a lvl 1 dwarven fighter). "

      You're right, I completely forgot about that. But as far as I know, D&D never had official rule books released for D&D LARP. Whitewolf has done that with its games, and has basically spawned whole new games out of this.

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    6. Re:Not necessarily true by Anonymous Coward · · Score: 0

      I think between Whitewolf and LARP you've finally explained who those people who wear dark intimidating clothes in the malls are...

    7. Re:Not necessarily true by unclethursday · · Score: 1
      IMHO WhiteWolf *system* isn't very good.

      In some ways, you are very correct, in others, the White Wolf system shines above D&D and other systems.

      Combat, for example, is a bitch and a half in the Storyteller System (White Wolf), while it is very simple and efficient in D&D.

      However, the role playing parts are more important in the White Wolf system. Or, at least they're supposed to be. It doesn't always happen, and min-maxers/twinks are abundant in the White Wolf games.

      I agree that you sometimes find people 'playing Vampire' but not always playing Vampire: the Masquerade. To some it's a difference they may not see, but it seems you do understand the difference, even though you do not really like/get into the White Wolf games.

    8. Re:Not necessarily true by Planesdragon · · Score: 1

      If the points made in this article were true, D&D would have absorbed the innovative features Whitewolf games have,

      D&D did. Ravenloft was a direct result of White Wolf's world of darkness. d20 is a LOT more flexible than AD&D, due in no small part to the success of White Wolf and GURPS.

      D&D could be a lot more like WW, but then it wouldn't be D&D--just like EQ won't ever be wholly displaced by a MMFPS.

      and Whitewolf would be histroy. Yet Whitewolf has its own thriving playerbase that grows every day, in large part due to their many innovations (LARP?). There are always exceptions, and the points made in this article are most CERTAINLY not the rule.

      White Wolf grows in player base because the RPG market is expanding, and WW is the preminent "want a simpler system than D&D" system. (The inverse, for those who for some reason can't get geeked out enough on D&D, is GURPS--which is losing rules-ground to d20 and ironically survives on (fairly good) sourcebooks, AFAIK.)

    9. Re:Not necessarily true by bsartist · · Score: 1

      Ravenloft was a direct result of White Wolf's world of darkness.

      Um... no. The original Ravenloft D&D module was published in '84 or so, quite a few years before the White Wolf horror line.

      --
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  3. Skaff effect for OSs? by stjobe · · Score: 0

    "any new [operating system] released into a marketplace dominated by one brand would only serve to drive more consumers to that brand."

    Does it hold true in this version as well? If so, it doesn't bode well for our little game of world domination, fast. :)

    --
    "Total destruction the only solution" - Bob Marley
  4. Player Competition.. EQ is the measuring stick by Stray7Xi · · Score: 5, Insightful

    The addictiveness of everquest (besides the social contacts) is an unhealthy amount of player competition. (players compete against players to beat X, rather then players competing against X) The hardcore players aren't playing to have fun, but because they have something to prove.

    A lot of the hardcore players play because they need to get to the top and stay on the top. They'll even resort to sabotaging other guilds (In everquest such as racing to kill key mobs they don't need, just so another guild can't get access to a zone). I wouldn't classify it as griefing since their goal is not to cause misery, but to remove the competition.

    This is why everquest is so popular, because in the other games it's relatively easy to reach the peak. The players then realize they're only a big fish in a small pond. When a game is first released you'll see the players racing to the top in a most unhealthy manner, only to quit when they reach the top. Afterall, if you're going to try to the compensate for the size of your.. shoes, you'll want to show off where there's a large playerbase.

    Furthermore Everquest is one of the only MMORPG's that doesn't rank players. This allows players to make their own arbitrary rankings to skew it whichever way they want. Most of the MMORPG's give a score (such as pvp kills) which means less dispute over who is the most L33T. "We killed super_mob_a first" "Well we killed super_mob_a with only 30 people" "Ha! but you used cheap_method_B, you're pathetic!" They can argue forever when ranks are subjective...

    I stopped playing MMORPG's when I realized I was buying into that attitude that one has to compete against someone that is not their enemy. Unfortunately the MMORPG encourages this competition more then any other gaming genre.

    But our whole society is based on ranking people.. does my High /. ID make me inferior?

    1. Re:Player Competition.. EQ is the measuring stick by the+Man+in+Black · · Score: 1

      But our whole society is based on ranking people.. does my High /. ID make me inferior?

      Yes. :)

    2. Re:Player Competition.. EQ is the measuring stick by Godeke · · Score: 4, Insightful

      I'm curious why you use the terms "unhealthy" as you do. Perhaps from your perspective (or even a casual observer's perspective) player competition is unhealthy. Having coded muds for 10 years back in the day, I can safely say that our experiments with less competitive environments were total flops, and our grand experiment in competitive gaming (a full political system built on top of an existing clan codebase) was our greatest success.

      Interestingly, our political system codified ranking *within a clan* (to a degree), but it simply caused the warring *between* the clans to become more fluid as people tried to accumulate the "new flavor" of power: votes. Joining a huge clan may have benefits, but moving up is near impossible, so new splinter clans were regularly formed.

      So, while this might be "unhealthy" in some regard, it was the best thing we ever did for the health of the mud itself. Why complain about Everquest's similar success in player competition?

      Non competitive games are cool (I have a book of them from the 70's, and they can be fun), but like many artifacts of the 70's, they have little staying power today. How many games of Earthball were played this year? People become bored without competition, as evidenced by the quick transformation of playing with an Earthball into some giant size soccer derivitive with it.

      --
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    3. Re:Player Competition.. EQ is the measuring stick by IIRCAFAIKIANAL · · Score: 1

      Yes. :)

      No. It's your number of fans! ;)

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    4. Re:Player Competition.. EQ is the measuring stick by *weasel · · Score: 1

      christ... i have fans????

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    5. Re:Player Competition.. EQ is the measuring stick by jafuser · · Score: 2, Insightful

      I stopped playing MMORPG's when I realized I was buying into that attitude that one has to compete against someone that is not their enemy. Unfortunately the MMORPG encourages this competition more then any other gaming genre.

      Second Life is a fairly non-competitive online environment, with a "SEAK" Bartle ranked sort of slant. Best thing is they have a required minimum age of 18, so most of the griefer kiddies don't make it in, and those that do don't last long, as the developers keep in close contact with players and any complaints are quickly addressed.

      Their next update on 12/22 comes with a big change to their economy and how we pay for our accounts. One thing that should attract a lot of people is the addition of a non-monthly one-time $10 account for people who don't have the desire to own any land.

      There is a "Leader Board" of sorts, but as there are no minors in the game, little is made of it, and that which is said is usually congradulatory.

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    6. Re:Player Competition.. EQ is the measuring stick by Stray7Xi · · Score: 1

      My complaint is not with competition, but artificial competition. I'd say it's healthy if the competition is in the "spirit of the game". I don't think it's intended in everquest. To me, it's very much like playing soccer and competing against your own teammates to be the one to score the goal. I guess I'm disappointed since MMORPG's model fictional societies and
      it'd be nice to think people can work together, rather then compete over trivialities.

      That soccer example breaks the spirit of the game, since the goal is to play as a team. Look at DAOC and you'll see the same thing, three realms at war with eachother. Guilds and Individuals will do what it takes (at the expense of other realmmates and possibly the realm as a whole) to be the one that gets the realm points for killing the enemy.

      The "spirit of the game" is of course quoted all the time when someone takes advantages of code oddities, and it's always hard to define. But clearly in your system the competition is generally healthy. If for example the guild leader was killed in some jerk-ish manner by the next in line (lets say "train"-ing as an example from EQ lingo), it fits with their role in the game.

      Compare PK muds with Non-PK muds and look at the common problems on Non-PK muds. Players fight indirectly (and artificially).. "We were killing that mob/Zone!" (Many muds have Tag Rules), people try to interfere with eachother's raid. Players drop that key that has a max instances of 1 in their house behind locked doors.. etc. A lot of these problems can be fixed by direct competition, namely PK.

      But it has some good, it can train our youth for corporate culture.. Treat everyone at the company as your adversary, even if you should be striving for a mutual goal.

  5. True for Software as Well? by Prien715 · · Score: 2, Insightful

    I think this dynamic holds true for software as well. Embrace and extend anyone?

    --
    -- Political fascism requires a Fuhrer.
  6. Quality and Brand by neglige · · Score: 3, Interesting

    [...] any new game released into a marketplace dominated by one brand would only serve to drive more consumers to that brand.

    If the statement means that a new game will increase the total size of a market, I would agree (being aware that this is not universally true). The new game has to be different enough so new customer are attracted to it and buy it. And then they will try the dominating brand. To compare or for variation.

    If you assume a market with a fixed or stable size (which is possible), then any new game will take customers away from the dominating brand. The quality of the new game will determine whether the customers stay with the new game or revert to the old brand.

    Take the X-Box as an example. Some people who would never buy a console before bought it (increasing the market size for consoles). And surely some who were planning to buy a PS2 bought a X-Box instead (taking away PS2 customers). And it looks like the X-Box has established itself. When the next generation of consoles arrives, people will be in a different position - then they decide which system to buy on their experiences they have with their current system(s), not on the marketing that sparked their interest in consoles the fist time.

    If some customers were planning to buy a X-Box and bought a PS2 instead - thus supporting the theory above - is certainly debateable.

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    1. Re:Quality and Brand by Anonymous Coward · · Score: 0
      If some customers were planning to buy a X-Box and bought a PS2 instead - thus supporting the theory above - is certainly debateable.
      I was planning to buy an X-Box, but looking into it while I saved the money up I found out that the games I wanted to play were PS2 only, so I bought a PS2.
    2. Re:Quality and Brand by Xner · · Score: 2, Interesting
      If some customers were planning to buy a X-Box and bought a PS2 instead - thus supporting the theory above - is certainly debateable.
      I was planning to buy an X-Box, but looking into it while I saved the money up I found out that the games I wanted to play were PS2 only, so I bought a PS2.
      I had exactly the same thing, but with a Gamecube instead. I guess there is more merit to the article's premise than I originally thought.
      --
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    3. Re:Quality and Brand by PainKilleR-CE · · Score: 1

      I tried UO, tried EQ, and even tried Planetside. All I have to say is that there will, eventually, be a game out there that I enjoy, and at least that game will have 1 person that EQ does not (and frankly, there are plenty of people out there playing other games, the Koreans aren't playing EQ.

      The MMO market isn't at the point of saturation, yet, but it might get there soon if they don't have more differentiation between games. What's the point of a Massively Multiplayer game if it isn't the most Massive? If all the games have similar themes, there isn't much point. The exceptions to the fantasy theme have all seemed to have significant problems that kept people away, especially at launch, leading to a stagnant, and small, player base.

      --
      -PainKilleR-[CE]
  7. Supported hardware by foniksonik · · Score: 2, Interesting

    Is it possible that part of Everquest's continuing success is that it was made for hardware at the time and has maintained compatibility with it going forward? Many of the newer games lock out huge numbers of consumers who just don't feel like upgrading their machines to play the latest game. There's your installed customer base if nothing else.... and of course it doesn't stop anyone from playing who has newer hardware.

    --
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    1. Re:Supported hardware by Anonymous Coward · · Score: 0

      Hardly. EQ becomes more and more a resource hog with every patch (probably the very definition of spaghetti code, everytime they fix sometimes it breaks something they fixed before)

      The most noticable time was when Luclin went live, with a "new" graphics engine that would increase the requirements. They said only Luclin people would get it. Not only did it go gamewide (many didn't buy Luclin specifically because they didn't have those specs), the requirements ended up being a hell of a lot higher than the supposed "required"

    2. Re:Supported hardware by Zathrus · · Score: 1

      No.

      I haven't played EQ in nearly 2 years now, but the hardware requirements consistantly went up (and are still doing so -- I know people who do still play and they buy new hardware just to play).

      Probably the most notable change was when Luclin was released. The new graphics core required DX8.1a. You simply could not play if you didn't upgrade. No problem, right? Wrong. Windows95 never received that version of DirectX and so unless you upgraded your OS you couldn't play anymore. No workaround.

      Larger areas, larger numbers of people needed for ubermobs, and more detailed models and areas also required hardware upgrades. I started playing EQ on a Celeron 300A w/ dual Voodoo2's. When I quit I was running an Athlon 750 w/ GF2 and it was badly out of date for the game even then.

  8. Might have some merit.... by shadowcabbit · · Score: 2, Insightful

    I kind of exemplified the Skaff Effect in my own habits. I'd started with alternative PnPRPGs (RIFTS and a half-hearted attempt at designing my own) before moving into D I'd proudly collected the ST:TNG CCG before I realized that nobody played that and everyone was playing Magic instead.

    But in terms of MMOs? I doubt it. I tried twice to get into EQ (two years ago to the day and again last year, around November) and found it tedious, anti-social, and with far too steep a learning curve. I started FFXI a month and a half ago and wouldn't dream of going back now; having progressed further than I ever did in EQ, having enjoyed the company of my fellow player FAR more than in EQ, and finding the experience more newbie-friendly than EQ. Almost everyone I've spoken to in my limited experience agrees.

    It may have some merit, but to be honest I really don't think so, MMORPGs being somewhat different from other products.

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  9. D&D's success is due to playerbase by Stray7Xi · · Score: 1

    It doesn't work for P&P RPG's because they can't adopt the features. Some games use a one dice feature (IIRC Star Wars is D6 only, WhiteWolf is D10 only) should they try to adopt that to D&D.. of course not, it's counter to what it's built on.

    If you keep adopting features, the game loses it integrity. In fact D&D's continued success has little to do with features, but is based completely on playerbase. If you need 4 more players to play a game, it is much easier to find 4 D&D players then to 4 people to play RIFTS. This means the D&D books have more utility, since you're more likely to play D&D and new P&P players are more likely to learn D&D.

    If the article truly wanted to talk about a game thats based on using competitors ideas, the author should of brought up Steve Jackson's GURPS. There is a lot of original content, but you can play anything in GURPS (Generic Universal RolePlaying System) that there is in another system... GURPS failed because it had to much detail, you NEEDED the book to play each genre. Since each genre had it's own modified rules (think inheritence) and long tables of skills, traits etc.

    List of Gurps Books ... Waiting for someone to reply saying GURPS isn't a failure

    1. Re:D&D's success is due to playerbase by captainktainer · · Score: 3, Informative

      It isn't. A partner and I are writing two new GURPS books due out at the end of 2004; the system is flexible and good for people who have never played an RPG before. I mean, you roll 3 dice, for chrissakes.

      At the gaming cons, GURPS dominates, even moreso than D&D. If you'd like to challenge that, bear in mind that I've demoed at four different conventions since August; I'm not an SJGames representative, so my viewpoint isn't biased. I'm just stating a fact: GURPS is ruling at cons.

      Yes, D&D will always have a leg up. However, GURPS has not failed by any means.

    2. Re:D&D's success is due to playerbase by Anonymous Coward · · Score: 0

      Me and buddy made an adhoc system based on 2d10. For everything. It was actually pretty sweet, we tested it against scifi, dragonlance and robotech. But then we found out we grew up so it died.

      To bad really, It had something with the two dice that none of the other systems really had for distributing chance.

      But for pure speed and precision I'd have to go with Leading Edge's game system. Once you were able to figure out making a character and running it, it was by far the fastest and most specific system for resolving combat I've ever played. By a mile.

    3. Re:D&D's success is due to playerbase by Stray7Xi · · Score: 1

      I'm glad to hear it, guess I'm misinformed and i hope someone mods you up to counter my mistake.

      Perhaps its a difference between casual players and hardcore players.. The system is good, but whenever I tried to introduce it to a player group, it wouldn't fly because of the reliance on the book.

      Try to have 4 new players make their characters with 1 book.. my experiences were a nightmare, each player has to read through a large chunk of the book. They pretty much have to do it one at a time (since the book is the bottleneck). With D&D (2E moreso then 3E) you can more or less guide the players along to make their characters without it taking hours upon hours. At the conventions, how do you introduce your book without making it time prohibitive? Does it take as long with experienced GURPS players moving to a new book?

    4. Re:D&D's success is due to playerbase by captainktainer · · Score: 1

      We do pregenerated characters, or have a pre-game session with character set-up if they have a strong idea in mind and it's compatible.

      The thing with GURPS is it's a system, not a book- if you know the system you can pretty much play it by ear. The books are there to help you if you need it, but otherwise the books are best in helping you fill out the holes in your scenario.

      With the 3rd edition rules, when in salesman mode my SJGames representative friend points to GURPS Lite, which is a quick-and-dirty version of the system fully compatible with the full 3rd edition. He then says, "All you need to run or understand a game in its most basic form is here. Pretty simple, huh? The books add more detail, more ideas, and more options; however, they're not absolutely necessary to play the game. They're useful, so we really recommend it- any game with the sourcebook will be more complete."

      GURPS demos introduce the setting and an example of the general feel of the game. The system takes so little time to explain that the rest just comes quick.

    5. Re:D&D's success is due to playerbase by unclethursday · · Score: 1
      (IIRC Star Wars is D6 only, WhiteWolf is D10 only)

      You are correct about White Wolf's sytem being D10 only. The Star Wars RPG, however, is no longer the D6 method. LucasFilm and Wizards of the Coast now put out the new Star Wars RPG, and it is D20 (full D&D 3rd Ed rules with slight modifications). The old West End Games version was D6, however.

  10. Skaro by dstillz · · Score: 3, Interesting

    ...was the planet on which the Daleks lived.

    Very clever "department" subheader.

  11. could it be..? by Lord+Bitman · · Score: 1

    maybe people just like the idea of buying a minimal set of neccessities, then only buying more things because they are fans, instead of playing a game where the object is to buy more cards.

    In dungeons and dragons, your army and pool of resources grows because you are a strong leader (or at least have cheesy lines that the DM likes). In CCGs, your army and pool of resources grows because you have managed to buy more.

    Saying that D&D and M:TG is the same genre.. that's a slap in the face.

    Charisma is the only good stat!! >

    --
    -- 'The' Lord and Master Bitman On High, Master Of All
  12. Cute, but.... by Anonymous Coward · · Score: 0

    Testimate Skaff's ego aside, it's basically little more than a corollary to The Network Effect. People will bring good ideas to well connected networks that initially lacked them, and can support them.

    What's revolutionary or even interesting about this, I don't know. While this might not have been previously articulated for virtual worlds or communities, it's an idea old enough to have a bunch of maxims. "People know a good thing when they see it." "Immitation is the scincerest form of flattery."

  13. I know why! by Guppy06 · · Score: 1, Offtopic

    "why EverQuest and its sequels may always be the most popular MMORPG series."

    Because nobody thinks that Phantasy Star Online counts! Of course soon we'll also need a hand-waving arguments against Final Fantasy XI as well...

    1. Re:I know why! by EnglishTim · · Score: 1

      PSO isn't a MMORPG. It's an Online Fourplayer Hack-And-Slash Game With A Lobby.

    2. Re:I know why! by Anonymous Coward · · Score: 0

      mmmmm PSO I have hundreds of hours lost to 3 of the versions released in the US. I just recently started playing it again after a few months off. Mindless? sure but so is every other big name Online RPG on the market. I have played AC, AC2 AO, UO, DAOC, and not one of them were as much fun.

    3. Re:I know why! by ggwood · · Score: 1

      Isn't there an Asian MMORPG which has way more total subscribers than Everquest? I think it is called Lineage, or something like that?

      Perhaps they just mean the most popular MMORPG in the US market.

      --
      a war on terrorism? How can we end a war on a method?
    4. Re:I know why! by bugbread · · Score: 1

      I wasn't aware that "massively multiplayer" meant 4 people...

  14. Three words by Anonymous Coward · · Score: 3, Interesting

    World of Warcraft. If any company has proven themselves able to deliver games of top notch quality that are easily accessible to the masses, it's Blizzard.

    In this particular case World of Warcraft looks like it will not innovate particularly, but rather take bits and pieces from all MMO's to make a game that has less grind and more fun factor.

    1. Re:Three words by Anonymous Coward · · Score: 0

      Thats not a MMORPG!

      MMORPGS arent supposed to be fun!
      They are supposed to be slavery to leveling, stupid RPing, and l33t doods who can beg for plat!

      WOW.. pffft.. more like POW!

  15. i'm not convinced by truffle · · Score: 4, Interesting


    The article uses the Magic the Gathering CCG as an example. Bad example. The pokemon CCG is the most popular CCG of all time (I'm serious). While wizards (makes of MTG) do distribute this game in North America, they do not create it, and in fact I've heard that Nintendo wants to cut them out of the deal. Why does pokemon break the rules? Because it appealed to a widely different play base that was not interested in the original produce at all.

    But wait, there's more.

    D&D is currently in version 3.5. If you compare that to D&D 1.0, you're going to see a lot of differences. D&D continues to dominate the market because it is willing to reinvent itself completely, while retaining the brand name and tone. Everquest is doing the same thing. Everquest 2 is in development, and by all accounts it's going to be very different from a mechanical perspective. This kind of reinvention will be required for Everquest to stay ahead in the marketplace, and Sony knows it. The reason why it is required is legacy issues. As sony releases each new expansion, that makes characters more powerful, the game world becomes more and more imbalanced. The game world becomes bloated with more and more content - there is no content expiry in Everquest. The Rathe Mountains never get retired because Sony has introduced enough new places to adventure. At some point, you just have to check it all out and start fresh, or you will not have a game that will last 10 years, 20 years, or even longer.

    The reason I wrote that long winded bit above is because the article never mentioned everquest 2, and how it's a key strategy, instead focusing only on expansions.

    I'd also like to note that while Everquest has a huge market share, it think it's down to less than a 50% market share, which is lower than it used to be. Also keep in mind that Everquest subscription figures will always be inflated by people who buy Sony's MMO pass (which allows access to all their MMOs, I.E. play star wars galaxies and your EQ characters will not be deleted).

    --

    ---
    I support spreading santorum
    1. Re:i'm not convinced by silentbobdp · · Score: 2, Interesting

      1) Nintendo has already cut them out of the deal, resulting in a lawsuit.

      2) Pokemon WAS the most popular CCG in its time, but Magic has again overtaken it. Pokemon was a fad - Magic, while it may ebb from time to time, will always be there waiting for the #1 spot again.

      --
      --Moo.
    2. Re:i'm not convinced by herrvinny · · Score: 1

      Yeah, I used to play the Pokemon CCG, and knew 10-11 other people who used to play it. I spent at least several thousand dollars purchasing cards, and another few hundred dollars purchasing the Game Boy games (Click here to see more about my Pokemon Gameboy games). Why do I refer to the past? Because Toysrus has stopped hosting the Pokemon Leagues and tournaments. Nintendo keeps releasing new card sets (I believe the latest is EX Dragon, and I've heard a lot of good things about it), but if they want their players (and payers) back, they'll have to start hosting more Leagues and tournaments.

      And yes, Nintendo did take away the Pokemon card game control from Wizards many months ago. Wizards filed a lawsuit, but I don't know what the status of that is. I hear it's mostly baseless. Here's a /. discussion talking about the lawsuit when it was filed.

    3. Re:i'm not convinced by Dachannien · · Score: 1

      SOE's multipass (or whatever it's called) doesn't cover SWG at all, because a large chunk of the revenue from SWG goes to LucasArts.

    4. Re:i'm not convinced by SPrintF · · Score: 1

      Richard Garfield, creator of M:tG, holds the American patent on collectible card games. I expect that WotC would get a cut of Pokemon's sales whether or not WotC is the American publisher.

      This another indicator that M:tG is not a good example of the "Skaff Effect." It's hard to compete with a game publisher if you have to get that publisher's permission to create your own game with a similar mechanic.

      --

      Honesty. Loyalty. Kindness. Laughter. Generosity. Magic!

    5. Re:i'm not convinced by TRACK-YOUR-POSITION · · Score: 1

      Why does pokemon break the rules? Because it appealed to a widely different play base that was not interested in the original produce at all. Hmm. This point could be even more pertinent to MMO than to CCGs--surely there are more similarities between Pokemon and Magic than there are between Everquest and The Sims Online.

    6. Re:i'm not convinced by C0deM0nkey · · Score: 1
      D&D is currently in version 3.5. If you compare that to D&D 1.0, you're going to see a lot of differences. D&D continues to dominate the market because it is willing to reinvent itself completely, while retaining the brand name and tone.

      I find this statement somewhat amusing because, until the release of the d20 system, D&D was not willing to reinvent itself - I've played D&D for 20+ years (started with the "Red Box" Basic edition - though I owned a copy of the tiny, tan box published in 1972) - and one of the things that kept me constantly play-testing new games was the fact that D&D never really changed. By the time the D20 system was released, I had already decided to only invest dollars into one game syste (and D20 was not even on the radar when the decision was made).

      AD&D remained a level-based game with the same, tired THAC0 system and character design rules for nearly 20 years! Every new game that came out seemed to feature point-based/skill-based character generation and more detailed combat rules.

      Now, admittedly, D&D did attempt to graft on skills and began to offer a greater selection of character archetypes through kits but, until D20, the graft was clunky at best. The last AD&D game I ran was about 3 or 4 years ago with the 2nd Edition rules and even with very experienced players we had an impossible time truly realizing character visions because the character development system (even with all the kits and such) was too limited.

      To illustrate, I would offer up the Skald (a Nordic Bard) that one of my players attempted to create. He was able to create the Skald and able to get the skills he needed but he was never really happy with the Skald because the character he envisioned was really a much better warrior than what the "Rogue" base allowed him to be. Charged into a lot of battles and got his butt thwacked hard because of his lack of combat skills. He really needed a warrior's THAC0 with the Rogue's skill selection tables. Had we built the character using the Warrior base, he wouldn't have had the skills he needed.

      Now, we could have jumped through hoops in order to make the character work but it wasn't worth the effort. In truth, I abandoned the game because AD&D did not provide the flexibility to support my/our vision for the game. Instead, I made the switch to a point-based system.

      To say that TSR/WOTC/Hasbro/Whoever-It-Is-This-Week dominates the market because it is willing to reinvent itself completely is a bit much. They dominate because, when it comes down to it, AD&D (1st/2nd Edition) was easier to learn than most point-based systems (fewer choices to make during character creation / more abstract combat), you could always find AD&D players because everybody seemed to cut their teeth on it and D20 seems to have finally caught up with the rest of the RPG market and is now able to leverage their "installed" user-base.

    7. Re:i'm not convinced by Chester+K · · Score: 1

      Also keep in mind that Everquest subscription figures will always be inflated by people who buy Sony's MMO pass (which allows access to all their MMOs, I.E. play star wars galaxies and your EQ characters will not be deleted)

      SOE All Access doesn't include Star Wars Galaxies. It includes EverQuest and a small number of "also ran" MMOGs like Planetside that aren't going to signifigantly confuse the EQ subscriber count.

      --

      NO CARRIER
  16. market dominance == mass market preference by *weasel · · Score: 3, Insightful

    Contrary to this assertion, Everquest and D&D succeed based on their design. Not their entrenched positions.

    they are the easiest games in their genres to pick up, play, and put down. The rules are very simple, straightforward, and hard to get 'wrong' in the beginning.

    Sure, there are tactics that make a big difference in the end games, but the gamer is given a long time to figure these things out.

    Contrarily, you can much more easily screw up a Hero-system character long before you ever play. And many other games seem to use complexity as a reward in and of itself. Complexity for its own sake.

    This complexity seems to be the dividing line between casual and hardcore gamers.

    As we all know the more casual gamers are more numerous, so it shouldn't be a surprise that if your game design is to take D&D but remove the archetypes, change the fiction, and add a more complex combat system, you're going to wind up not doing as well. Indeed, you may actually attract people to your game, who are put off, but like the genre itself, and gravitate toward the more consumer-friendly game.

    This isn't to say they're the -best- games in their genres, just to say that they are certainly not sustaining their strength from being the first arriver. Everquest quite frankly was the third commercially supported 3d massmog. but it was friendlier to the mass market consumer than UO, and M59 before it.

    When a massmog design hits that is both appealing and friendly to the mass market gamer, and still provides the depth of experience the hardcore gamer requires - it will overtake everquest. It's as simple as that. The network effect has weight on pulling people -to- a game, but not keeping them.

    Indeed, Everquest's primary weakness, is the number of people who have played and left. This suggests there is room for improvement in appealing to the more casual gamer.

    And if you appeal to the more casual gamer, you probably won't 'kill' any other massmog out there. But your numbers will certainly dwarf theirs, and push them firmly out of the genre-leading position.

    The problem currently is that everyone either tries to directly emulate the leader in a slightly different genre, or they try to make gameplay advances through complexity.

    Poker, Hearts, Chess -- the most endearing and widely appealing games in western culture (the only one i know enough to speak intelligently about) have very straightforward rules that make them easy to learn. Yet they harbor a depth to gameplay that modern role playing games and massmogs seem to miss in their never-ending quest for loot and levels.

    Personally i think the number 1 reason for the seperation, is the longstanding tradition that in roleplaying games (online and off) a player who has been playing longer (higher level, higher skills, whatever) is nearly infinitely more powerful than one who just began -- not because of the player's ability, but because of the resources heaped upon them.

    imagine playing cards against a euchre player who got to keep every trump card he was ever dealt. you simply would never be able to win.

    in the cooperative sense, he would never play with you as his partner, for your lack of trump cards would be a liability in any competition he found challenging for his hand.

    also consider that the truly interesting and exciting stuff is almost always reserved for those at the high end of this power scale.
    The new gamer has to trudge through a level grind of killing rats and bats to get to the point where teamwork matters, and -his- ability can be challenged.

    EQs numbers primarily show that -most- people who try massmogs are not looking for the level grind, though many more hardcore gamers are more than pleased with it.

    --
    // "Can't clowns and pirates just -try- to get along?"
  17. Lineage: Bloodpledge by Roger+Wernersson · · Score: 2, Interesting

    I can not take seriously an article suggesting EverQuest to be the most popular MMORPG. Has the author been living under a rock (or in USA) the last three years?

    Ever heard of Lineage: Bloodpledge? 5-10 million subscribers is surely a tad more than EQ.

    --
    temporarily sigless
    1. Re:Lineage: Bloodpledge by Anonymous Coward · · Score: 0

      I've never even heard of this game.

    2. Re:Lineage: Bloodpledge by inkless1 · · Score: 1

      Yeah, but Lineage is largely Korean, whereas EQ has dominance in other markets. Globally EQ may not be king, but in North American and Euro markets there's a case where this argument makes sense.

    3. Re:Lineage: Bloodpledge by WWWWolf · · Score: 1
      I've never even heard of this game.

      Because it was never marketed in the West and as such stayed mostly an Eastern phenomenon (South Korean, specifically, and you know how crazy Koreans get about gaming). It is now open for business for English-speaking markets, though.

      Some small bits of background why the western release is a bit interesting: Lineage's maker, NCSoft of South Korea, has US headquarters in Austin, Texas. Formerly, for a brief time, it was called Destination Games, and was run by Richard and Robert Garriott and Starr Long - who previously did this little unconsequential game called Ultima Online.

      Lineage's web page his here. Seems fairly interesting.

    4. Re:Lineage: Bloodpledge by Anonymous Coward · · Score: 0

      I played it a while back, and I was vastly underwhelmed by the game. Still any who are interested by all means check it out. Really what have you got to lose?

  18. There's something there.... by inkless1 · · Score: 2, Interesting

    But I think it's more prevalent with say, Counter-Strike than even EQ. CS has fallen far behind on many fronts in terms of design and technology, but it's far and away the most popular online game.

    One big reason? You can always find a game for it. There's so many servers, it's easily the cheapest and easiest way to play an online PC FPS right now. It's surviving in part because of it's own weight.

    1. Re:There's something there.... by NSash · · Score: 1

      CS has fallen far behind on many fronts in terms of design and technology, but it's far and away the most popular online game.

      Not quite so much as it used to be. Aside from decent competition from other shooters released since it came out (Halo, MoA, Battlefield 1942, Planetisde, etc.), CS (and half-life in general) has actually been regressing in quality recently. Ever hear of Steam? And not to mention the simply stupid design decisions that Valve has made since they took over CS development. Remember back in Beta 4, when Valve first started sticking their spoon in? Yeah, it's like that. Almost every gun has been renamed to something stupid and bizzare. (The AK-47 became the CR-47. This confers no conceivable benefit) The addition of shields, while novel, has made half of the maps unplayable. (Ever see someone shield-rush the tunnel in de_dust?) Valve adds new guns to the game that serve no purpose whatsoever (you can almost see the marketing line: "Now with over 40 weapons!"), and then quadruples their damage when no one uses them.

      CS may still be popular, but the only people playing it are the "old guard," mostly people who joined clans and have too much invested to just pack up and leave. New players, when surveying the options available, simply have nothing to draw them to CS anymore.

    2. Re:There's something there.... by inkless1 · · Score: 1

      Yeah, I can't disagree with the regression - in one part because I stopped playing years ago and in another because I saw it as inevitable. Every beta release seemed to be getting closer and closer to fan service with Valve just adding to the trend.

      But if there are no new players joining and it's only old guard players now - there's a -lot- of them, to the point where CS's popularity is I think prohibitive to the formation of new, smaller communities around online titles that have subtle goodness abounds. Or even similar titles that are leaps above CS in terms of graphics and gameplay (there's at least two mods for UT2003 that are Counter-Clones which could probably make this case).

      So while it's regressing in terms of quality, there doesn't seem much impedence in it's online girth - or if there is, it appears negligible and slow.

  19. Evaluation by Anonymous Coward · · Score: 3, Insightful

    Maybe, but it can't just be dominance alone, since Ultima Online was the only game in town for some time, and now they have been displaced. So clearly it's not enough to just be dominant for the Skaff effect to take hold. Probably it has to do with overall (absolute) popularity as well.

  20. Emotional/time investment by Castaa · · Score: 4, Interesting

    I have tried many other MMORPGs since playing EverQuest. (EVE Online, DAoC, FFXI, etc). I played each for at least a few weeks to a few months.

    Except for EVE, it all comes to one thing: the games are all too similar. The core gameplay differences are too small and the time requirements are too great. I cannot justify spending another year leveling to reach the end game.

    So I return to EQ because they keeping adding things to do at the high level end. The things that are added to EQ aren't all that different than the previous expansion(s) but at least I don't have to toil through the low level time sink again to get there.

    Frankly, Verant/Sony isn't doing anything that much better than anyone else. They were just the first get get me to invest the time required.

    --
    Chew: You Nexus, huh? I design your eyes.
    Roy: Chew, if only you could see what I've seen with your eyes.
  21. flawed data by newsdee · · Score: 0, Redundant

    Everquest is not the most popular MMORPG in the world. Let's say that the 500,000 players that it boast is in the US alone, thus, "domestic" players. There's another 2D MMORPG, called Lineage, which boasts 2 Million "domestic" players in South Korea. They are so huge that Sony signed a contract with them to distribute Everquest over their server infrastructure.

  22. OSes? by edrugtrader · · Score: 1

    any new game released into a marketplace dominated by one brand would only serve to drive more consumers to that brand

    i wonder if that is true for operating systems as well...

    --
    MARIJUANA, SHROOMS, X: ONLINE?! - E
  23. D&D rules by ggwood · · Score: 1

    D&D rules were really simple and for rolling the dice and playing by hand that was great. Virtually every other system I saw (Runequest, Traveller, Other Suns, Ringworld, GURPS) had combat rules and/or character creation rules far more complex.

    Thus we used D&D as a core, but *heavily* modified the rules to make it playable. We virtually always used some form of "spell point" system designed to give low level casters an advantage and somewhat limit higher level casters.

    D&D was (is?) great just because so much is left unsaid in the rules that you can do anything and have some odds of success. Wanna poison the Orc's water supply? I'm sure there are rules for in somewhere in GURPS, but in D&D the DM just makes something up and it's probably more fun that way.

    I ran games where player character sheets were just paragraph form naratives of their lives. Sure they would have spells and/or powers and those could be as flexible or well defined as the individual wanted. I knew roughly how much power they had invested in various abilities and would actually have a "thaco" and "ac" and "hit points" for them - but they didn't need to know it. Basically we were playing D&D, but you could hardly have called in D&D by looking at us play. My favorite line was "role a die. Just tell me what you rolled, and what type of die it was." Sure, for "to hit" rolls they all rolled d20's and for initiative they all rolled d10's (no, its not in the rules, but we had rolled for initiative on d10s for so long they all just did it).

    Further, the D&D system I am most familiar with AD&D version 1.0 - the one where the player's handbook has the giant red statue of the deamon on it) was just begging to be balanced. Just look at how sad the thieves are. Look at how insane the psionics are. First level mages are useless and 15th level mages are virtually gods - but it would take them something like four days of rest to restore all their spells. Monks and bards had similar problems.

    --
    a war on terrorism? How can we end a war on a method?
  24. WoW is coming so we'll see by DrunkClam · · Score: 0

    Seriously if anyone can kick the crap out of Sony/Evercrack its going to be Bizzard. This is gonna be a good fight to watch.

  25. Don't place much money on EQ2. by will_die · · Score: 1

    I would not place much money on EQ2 being a major hit.
    1) MMORPG player currently show themselves to be reluctent on switching. Even with EQ2 being out most EQ1 players will stick with thier current characters.
    2) SOE needs money with the failure of planetside and SWG, they need a MMORPG. So they will push EQ2 out the door before it is ready. This causes problems with people who are searching for a new game.
    3) Raph, the great designer of SWG, is now making changes to EQ2 to make it "better". This is a major worry, which should scare anyone who players theses games.