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.
It's a different kind of problem, though. This isn't just about expectations in gameplay and quality that hype builds up - this is expectations in the game design and content that years of reading books, watching movies or TV shows, and following an immense existing body of "knowledge" on how Middle Earth or the Star Wars universe or the Matrix works.
When we first heard about, say, the Elderscrolls games, or everquest, we had no preconcieved notions of how the world behind the games functions, because it's new to us.
With non-MMO games based on licenses, there's a step up. Fans of the previous works already have some knowledge of the game world, but a single player game is easily constrained in ways to make it work.
Now, the step up to a licensed MMO game. First, you can't constrain them, since the game world has to be functional. Second, you have to have a LOT more content in the game, and it still has to fit the existing concept of what the world is like. Star Wars is probably the worst of them, since the book series has set forth a storyline from before Episode I until several decades after Episode VI.
Plus, in these game worlds, the fans have always known them through the eyes of the Great Hero. That works good in a single player game, because it's ok if you have 50,000 players out there all playing as Legolas or Luke Skywalker in that case.
But an MMO game takes place through the eyes of a slightly above-average person for the most part. Who the fuck is this Wookie named Sheyan, and why is he dancing? Everybody wants to be the hero, they all want to be Jedi, but that's not the way MMORPGs work.
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.