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.
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.
"[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.