Ultima X Odyssey - Wisdom In Cancellation?
Thanks to Corpnews.com for its discussion of the history of the Ultima MMO franchise in the content of the recent cancellation of MMO title Ultima X: Odyssey. The author argues of the cancellation: "This isn't a surprise. No, really. More fundamentally, all this points to the fact that somebody in EA's headcheese department is scared stiff of potentially sapping subscribers from the only truly successful title [Ultima Online] to come out of the company's development sweatshops." He claims: "Furthermore, all this comes at a time when the amount of 'surefire bets' in the industry seems to be dropping exponentially. Miniscule subscription bases for former hot-ticket games like Horizons and Shadowbane, coupled with disappointing numbers for Star Wars Galaxies - at last count, the game widely predicted to crack the MMO industry open and bring in a new rush of players... make it easier than ever for suits to pull the plug on projects which require millions of dollars to even hit the shallow waters of beta." Where does EA go from here with the online Ultima franchise, given that this is the second cancelled online Ultima title?
Are the companys finally realizing that there aren't enought hardcore gamers to sustain all MMORPG titles?
Half of the MMORPG currently in development are doomed to vanish after six months of relative success.
They still can have new games and they should before the old stuff gets "real old". But what they need is a new game that enhances the "network effects"- more and more players playing the "same game".
:).
So it has to be compatible with the existing game. e.g. even if it's a new world with different rules etc, the players can be migrated between them, (and probably communicate with each other between worlds - pick the right cost- heck link the "Ether resistance" to the CPU/bandwidth usage if you want) e.g. wormhole/teleport or whatever. Let them retain their attributes and some of their stuff (you could force them to leave behind some items- can't take everything back in the old world).
If you want you could even force them to spend X gp/credits/USD/items etc to travel between the worlds. Or make it a quest or something. Come up with a story.
Maybe some things become transformed into other things during the transfer (greater risk/chance of arbitrage opportunities if you do that).
If lots of players move to the new world, then you can retask/reassign the resources for the old world for the new world.
It is better for you to risk cannibalizing your old game than for SOMEONE ELSE to cannibalize yours.
Perhaps I totally don't get it coz I'm not an MMORPG player or designer. But I don't see why my idea is any worse than frustrating their _developers_. Good developers/artists want to see their work become reality, bad ones are relieved if it never does
Cancel stuff enough times and they'll make a new game - for a competitor.
Why does each and every publisher need to have some grandiose MMORPG in their line-up? It makes no sense - the market is small, the maintenance costs are high, and with the treadmill setup everyone's using there really isn't room for more than one MMORPG (sometimes not even one, since most of them want you to put in at least an hour or two a day) per potential user. Totally senseless, it's been like that since the start, and I can't help but chuckle condescendingly every time a new UO/EQ clone goes down the toilet. Love seeing that herd mentality get punished, even if it probably means tighter budgets and less risk from the EA mooks in the future.
Now, if you really have to make a massively multiplayer game, why not try some new ideas? Raph Koster's word is far from law, games like Puzzle Pirates have shown that level grind isn't the only way of doing things and that it's possible to have a vibrant online community without levels, without requiring you to be unemployed and/or a college student to be successful, and without beards and dwarves. The MMORPG scene consists 99% of me-too games and we really don't need any more of those. So, I'm not crying over Ultima X. Its predecessor was revolutionary in many ways and deserved its success, but honestly - what would this game bring to the table that wasn't already there? Creativity, please!