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?
I think the best example of getting around this kind of stuff is Star Wars: Knights of the Old Republic.
Whilst not an MMO at all, it was still a decent RPG in its own right, and it was interesting because it placed you as a major character in the Star Wars universe... just not at the same time as the trilogy (and its lacklustre prequil trilogy) occured: instead it placed you 4000 years before hand.
In doing so, it gave the game designers great freedom in how the developed characters, whilst still holding true to everything that is Star Wars (the force, light side, dark side, sand people, jawa, etc...)
Methinks this is the way that future MMO's should go in adapting licenses to games.