Do Licensed MMOs Inherit A Disadvantage?
Thanks to Stratics for its editorial discussing the problems faced by the licensed massively multiplayer game. The author points out: "Star Wars, The Matrix, Middle Earth - these are just some of the pre-existing worlds that are making the MMOG leap", and goes on to lament: "One of the problems is that you have to create an entire believable, explorable world. This is hard enough as it is, but then you have to cater to pre-existing notions of that world. Fans are your main target group here, and they have that world all locked up tight in their heads. Prepare for Foaming-at-the-Forum disease, my illustrious developers, prepare well." We've previously covered other aspects of this dilemma, but do licenses bring excessive expectations to a persistent world where everyone wants to be the hero?
The big licened MMORPG are the things to come after SWG. Here you can release an extremly poor MMORPG with extermly stupid design(thanks raph) yet sell 300,000 because of the name attached. Then you can expect to keep less then 1/3 but while you are being paid to develop the game after which you try to get people to sign up.
As for how to do it, you have to set up a world that feels like the movies or books and allows them to interact with areas mentioned in the book.
Middle Earth looks like it is taking a good view of it, they have said that the areas from the movies will be in the game but after the ring bearer or whoever the important person/event passed through/happened so that you cannot modify the even of the story, and no climbing over the characters.
I'd like to add that very often developers don't have a choice with what they can do with a licence.
As an example, look at the licenced properties in racecar games. Until recently, licenced car brands weren't even allowed to *take damage* in a race. The car companies thought it was bad that the representations of their products might get broken when the player ran into a wall at 150mph. The car companies have now started to lighten up as they get used to working with developers - but it's a similar thing with MMORPGs - or any other game that uses licenced intellectual property.
The owner of that property doesn't want it acting in any way that would be contradictory to their valuable image. This inherently hurts any game that you try to build using the licence. You can't do anything unpredictable, and certainly can't kill off a well-known non-player character for the sake of furthering an original plot. For example, say you were adapting the Lord Of The Rings to a videogame. Here's my take on it:
Act 1, Level 1, prelude cutscene: Sam dies and nobody cares.
I think it would make a much better *game* to eliminate the whiny characters to build dramatic tension (or comedic relief), but the licencing rules would probably say that Sam must make it through to the end of the game because the story has to follow that of the book and movies. And in a MMO game, it gets worse. Because:
(1) There was only one Han Solo - duplicate characters are kind of stupid. If there were thirty people walking around all claiming to be Darth Vader it would just be silly.
(2) Even if I could play Han Solo, I'd want to hunt Ewoks - but this goes totally against character. As such, George Lucas would not want to allow me the choice of doing this because it will tarnish Han Solo and just look wrong to the eyes of the other players.
So if you cut out the major characters, this leaves you with playing the background characters that nobody really cared about in the movie. You've got the world - environments, cultures and the physics of how that world works - but that's pretty much it.
Yes and beyond that. Technology today is allowing people to do things in games better than we could've imagined. Nowadays simple press releases have to be carefully worded since the simple mention of an "online world" could mean MMO, or "mature theme" could mean a survival horror type game. Its not just video game licenses that can be tagged with huge unattainable expectations, a company could also generate the same (or more in some cases) amount of hype which ultimately leads to a bad game or bad reviews.
Licenses also work against games that I'd otherwise play, but hate the license.
I was looking for a good RPG to play a few months ago, right around when KOTOR came out. I absolutely despise Star Wars, so I didn't pick it up until just recently. And, barring all the Star Wars crap, it's pretty good.
There's an great old AD&D book, called "World Building" or something like that, and it helped me immensely as I was doing stuff like this for fiction. It talked, I believe, about the difference between top-down world creation vs. "create as you go" creation. It's easier to create exciting and new landscapes and situations when you use the latter, but you might run into problems. You eliminate those problems by creating, say, the ecosystems and weather and geography first, and then the politics and histories, etc. But that might lead to less exciting stuff at first and it might be a lot of work in vain if you never get a chance to use more than a small patch of grass before you realize nobody's interested.
Alex.
Resident Evil has all kinds of stuff that wasn't in Dawn of the Dead, Hunters, zombie dogs, sharks, ravens, etc... If they had had to follow the movie license exactly, they wouldn't have been able to put all that stuff in there.
All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
remember all the hype for star wars? the frothing fans? how much do you hear about it now?
in many cases a licence is a development roadblock. look at the numerous movie to game conversions. take that already difficult senario and add thousands of players, and economy, government, social system, and hundereds of items and you have a train wreck waiting to happen. add to that the players preconceived notions, and it turns into a snowballs chance in hell situation. i'm amazed they have done what they have, but they won't come close to the leaders in the genera.
it would probably take and effort 10 times or better than the famed goldeneye to game conversion. i don't envy these designers in the least...
"[D]o licenses bring excessive expectations to a persistent world where everyone wants to be the hero?"
Actually, from what I've seen, the difficulty would lie in the number of people who want to be the villain. It is a very popular role, but, unfortunately, one that the game developers never really flesh out. Villains, by nature, do dastardly, nasty, things that game developers (and the companies holding the license) don't want to give the characters freedom to do.
It sounds so simple, doesn't it?
.. I've hit a wall.
...
I currently play SW:G with two good friends. We group together occasionally, and they're steadily grinding through professions to unlock their force-sensitive slot (that is, to have the ability to make a Jedi character). Being a Jedi holds absolutely no interest for me.
I can't be Han Solo, and I knew that going in. Instead, I'm Jawbone Mandible, owner and proprietor of McJawbone's Golden Mandibles, fast food to the galaxy. I can't even kill a crippled Ewok, but I can whip up some bio-engineered food that's in high demand. Want to take absolutely no damage from the next five attacks? Drink some Flameout; I'll sell you a glass of 6 drinks for only a couple hundred credits.
There are many players who desperately want to become the hero, have their lightsaber, pretend to be Darth Maul that they spend hours grinding boring professions to do it. There are those who want millions of credits so they can buy their way through some professions, and so they try to sell food at inflated prices.
I'm able to undersell them (fun for me!) and get a pile of money (more fun still!), and since I have absolutely nothing to do with it
If I wanted to be a Jedi, I'd burn through those tens of millions in a heartbeat. Since my friends want to be a Jedi, and they gave me some seed money to start when I created Jawbone, I give them a couple million credits apiece each week as 'investment dividends'. With the rest of it
Well, want 100,000cr to jump into the Sarlacc pit and take a screenshot? Here ya go.
1,000cr for each second you can spend alive within melee range of a Krayt dragon?
500,000cr to the first player to race from Mos Espa on Tatooine to Jaxian Bay on Naboo, get an item from my friend acting as the relay point, and get back to me?
The list goes on. Basically, if you want to rewrite the saga, it ain't gonna happen. Everyone's gonna want to rewrite the saga. Barring a player lottery in which one lucky person gets to be Main Character Foo, you're relegated to a background character. Make the most of it, or play a different game.
that's true of any licensed game - unless it's medium is so far removed from myth/fictional world that nobody can object. I don't think even the biggest LucasGeek looks to be jedi if they're playing "Attack of the Clones Tetris", but they're expecting more from "Jedi Knights VS Capcom" - but even then not as much as anything with RPG or FPS in the title.
Add in a persistent world and 1000 other geeks, and surely you have raised the bar of expectation.
This sounds like a lame excuse for MMOG developers.
Can't think outside the Everquest clone box? Blame the license and the fans.
For great justice.
The MMO is a good format for a game, but it is not always the BEST way to get large numbers of people playing together at one time. MMOs are best-suited to worlds where there is little or no prexisting fiction, where players themselves create the epic battles--like the recent Everquest adventure when players banded together to kill an unkillable monster.
Part of the problem with games like SWG is that everybody wanted to play as Boba Fett, or Luke Skywalker, or Han Solo. Nobody wanted to play as Stormtrooper #4 or Rebel Soldier #17 or Young Shopkeeper or Man on Bantha.
The action revolves around a few heroes. Why should players go through the trouble of inventing backstory and drama and their own adventures when those things have already been created for them?
IMHO, if the same framework for SWG had been used as the framework for an anonymous Sci-Fi MMO, with none of the trappings of Star Wars, I think it would have been more successful. There are GREAT tools in that game for creating communities, for making up your own adventures, for running a fun, playable world.
But when everybody knows that the "greatest" adventures have already been had--the Battle of Yavin, etc.--there's no incentive to try to do better, because the fiction has already established that it can't be done. In this situation, then, the fiction turns out to be a limiting factor, not a building one.
--- Where's my car, and why are these grass stains on my pants?
I have it on good authority that Asheron's Call 2, while not a tremendous success, did break even. The company who created it, Turbine, had enough free cash to buy back the rights to Asheron's Call 1 from Microsoft, which should be considered a very successful MMPORPG (still going strong after all of these years, first MMPORPG with larger, ever-changing story archs). They've even announced an Asheron's Call 1 expansion.
These are now the people working on LotR and DnD. They've learned that a flexible presentation in their engine allowing for tremendous dramatic plot changes is far more important than having the highest resolution textures (At one point during development they bragged that the texture on the wall of one of the houses was the size of Asheron's Call 1's entire displayed texture budget). While they may not be able to do anything dramatically different with LotR, this should give great freedom to the DnD team to come up with original experiences for players. Like when they teleported 1/2 of the Asheron's Call 1 players into an undersea disco for an evening of boogying down, then denied any knowledge of having done so. Or the giant menacing figure that appeared in the sky one day, only to land a month later.
I agree that action-based MMPORPG's are the future. Lag isn't as bad as it once was, but it continues to cripple our designs. There are, of course, ways around lag. You could have players enter an X like shell when attempting to fight with another, effectively going from a MMPORPG to a somewhat lag-free standard FPS and back again. X, in this case, referring to the Anime. You can offload more of the processing to the client side, allowing for more cheating (at least you have a game worth cheating on). You can predictively process on the client, and Re-synch the game world as needed. You can limit movement to a square-by-square tile world, making processing calculations very simple.
Yahoo's Puzzle Pirates is a good example of where the genre is going. Light games somewhat divorced from the click-click-click nature of their predecessors, removed of the 3D graphics which can easily sink a project, and (so far) tremendously successful. Gunbound, ostensibly a MMPOAC (Massively Multiplayer Online Artillery Clone), is really just a Artillery Clone with a good lobby.
Point and click isn't the future. Drama is the future. Gaming is the future. Lag? Lag is the rural electrification on the phone bill of the MMPORPG designer's notebook.
The ______ Agenda
Personally I feel that a lisenced game with a preexisting world, like middle earth, can add alot more to the game. With such a well developed world, game designers already have story, detail, and world outlines to follow, making it easier for the producers to design a game, and allow gamers to feel a greater connection to the world, from other sources of media.
...all the people who said this same kind of thing about "The Lord of the Rings."
Even Tolkien himself suggested that all the fans had their own visions of the trilogy in their heads and any attempt to put it on film was going to fail to meet those expectations.
Then along came a guy named Peter Jackson.
Eternal vigilance only works if you look in every direction.
In theory, the games with licenses should be easier. Let's say you're a blank slate. Now you're to write a game of commercial quality. How about you have a theme already picked out like Star Wars. Not you suddenly know all of your main characters, your fictional science, your real science, your subplot, your main plots (if you're allowed to use them). Can't use the main plots? Change the characters and settings.
So they should be easier! However, the micromanagement of the license holders and the businessmen giving you "Bible compliance" and deadlines when they don't understand programming at all? There's the problem.
Dune is just the opposite. Frank Herbert meticulously built a completely alien universe from the ground up (though he borrowed liberally from many different historical periods). People who have not read the books and are just getting into it may end up a little overwhelmed, and even worse for developers (although fantastic for fan boys like myself), Herbert chose to write about almost every single aspect of the universe in meticulous, almost obsessive detail, meaning there's a lot that would have to be packed in to please nitpickers.
Anybody remember Federation? It was (is?) a text based online game that was on Genie then AOL then the net proper. The coolest thing about it was that after you gained a certain status in the game, you got to create your own planet in the game. Complete with it's own economy (sorta, each player was like a corporation).
If you advanced far enough past that, you got your own fiefdom of planets to control (the players in your system had to pay tax or something like that, it's been awhile). The majority of the world created itself as a function of the game, so it was impossible to "finish" the game.Look at the Sims, the thing takes on a life of it's own.
If someone can figure out how to do an everquest/SWG/diablo type game, with unlimited player created worlds, using even a third of the graphics abilites availabe.... That would be sweet!Free Mac Mini Yeah, it's
The MMORPGs that have really worked have either used totally made up worlds based on generic fantasy (Everquest, for example), generic science-fiction (Anarchy Online...yes, I know the game didn't do well, but that was because they totally botched the launch), or existing mythologies that people know enough to find familiar but not well enough to identify too strongly with specific mythological characters (Dark Age of Camelot).