Fantasy Trumps Sci-Fi For MMOs
simoniker writes "Mythic's Mark Jacobs, whose MMO company is being acquired by EA, has commented in detail on why fantasy MMOs sell better as part of an extended interview. He suggests of MMOs: 'Fantasy is easier than sci-fi. Want to know why? It's simple. A gun. What's a gun? A gun is impersonal. A gun can shoot somebody from across the room... Part of the challenge we found with Imperator is how do you make a combat system based on lasers and energy weapons, compelling to an RPG audience. The other challenge with a sci-fi game is that fantasy is very well defined in our minds ... I also think there's something I can't explain, which is that people are more willing to play a fantasy game that's not as good online, than they are willing to play a sci-fi game that's not as good online. And I'm not sure why that is.' Suggestions?"
Maybe people don't want to play in sci-fi games because they're tired of all the technology in their real life? Computer problems, phones, pagers, emails, IMs, ads on TV and radio... it all adds up without realizing it. People play games to take a break from real life. Do you think they'll play in a game with even more technology, or a game with stuff they'll never have, such as magic, monsters, etc?
...don't be so harsh. Anarchy Online did...
...really...
...poorly. Ok. Bad example.
Star Wars: Galaxies....
Earth and Beyond....
Eve is awesome! Hell, I'm learning a new skill in that game right now.
I don't buy this argument. In fact, I think that copyright restrictions and forced creative direction are what destroys an MMO. Look at Star Wars Galaxies, too many copyright restrictions and attempts at intervention from LucasArts as to how the game experience should feel. Look at Middle Earth Online. Actually, it doesn't exist and is some pretty famous vapor ware.
Now look at games that are completely original to the developing companies like World of Warcraft, lineage I & II, Runescape (fantasy games), Eve Online (a sci-fi game). You might point out that there are more successful fantasy games but I think it's just the fact that sci-fi is often spurred from novels or movies. Rarely do you hear of an original sci-fi game. Therefore, your players have this pre-conceived notion of what the game should be like and if it misses the mark, they are disappointed. I'd like to think the correlation of success comes with creative and artistic control as well as originality. I don't really buy the argument that projectile weapons make a game difficult to design.
My work here is dung.
I think it's largely an issue of art style. Sci-Fi MMOs are either immaculte buiness sims (like EVE) or ugly dystopian battlegrounds (like Auto Assault) while fantasy MMOs are lush forests and towns nestled in mountains and meadows. My guess is that people would rather frolic "outside" than in claustrophobic corridors which they see enough at work.
Another issue is the familiarity with the weapons, as mention in TFA. A 3-foot sword has a 3-foot range, but a 2-foot gun has an arbitrary range that takes practise and familiarity to recognize by sight. It's quicker and easier to cut a guy with a kitchen utensil then to hone a masterwork of alien engineering.
That's exactly why sci-fi isn't doing very well as an RPG. Most efforts to make sci-fi based on hand-to-hand combat come across as very contrived. It works sometimes for movies and books (see Dune for a classic) but in takes a great deal of originality to explain how people can travel from star-to-star but still have to wack eachother with sticks in combat.
And in any case, by the time you've reduced it to hand-to-hand combat you practically have fantasy anyway.
I think one reason that fantasy does better is that it's easier. The constraints on believability are much, much more lax for fantasy. Magic isn't supposed to really make sense. You don't really tend to say "fireball? in this humidity? yeah right!" On the other hand with sci-fi you allways have crowds of people asking "how does artifiial gravity really work?" and "You're saying I have a fighter ship than can travel hundreds or thousands of miles an hour, spin on a time, and I'm not reduced to mush inside the cockpit, how?"
Sci-fi involves some level of scientific rigor. If you don't have to explain anything (or if you don't bother to even try) than sci-fi itself becomes fantasy (that's why Star Wars is considered fantasy by most people that care about fantasy). Sci-fi demands some exercise in explanation. Fantasy does not. This means fantasy is easier.
-stormin
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The problem is not Guns in Multiplayer - as you say, look at all those FPS games. The problem, as I see it, is that Gunfights don't map as well to a series of prebuilt animations in turn-based combat.
Everyone wants their MMO to basically be Everquest with a different tileset, and the camera doesn't suit the kind of long-range fighting that gun battles suggest. If I point at an enemy and click to shoot at it, I want to shoot at it, not have a bunch of stat monkeys decide whether my character is good enough to do so.
So the setup practically demands an FPS control instead of an RPG one, and then your nearest city descends into Lag Hell. Oops.
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These are two different mindsets, and they really do make all the difference for a role-playing game. The sci in scifi, the idea that it's Scienc and technology and such, is really different from the more spiritually-mystically-oriented realms of fantasy.
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As someone who runs pen-and-paper RPGs in fantasy and scifi environments, I've learned that for Scifi to work on the same playability and fun levels as a fantasy RPG, many tweaks need to be made.
There is the gun issue from TFA, but if done right it's not anywhere near as big an issue. For something immersive like an RPG, the game must be crafted with things like this in mind. In the "Dr Who," "Star Trek," "Star Wars," and general scifi RPGs I've done, the story has to be crafted in such a way as to make things interesting for the players without just being a shoot-em-up. There are scifi concepts galore, but they have to do far more than just "shoot bad guy X to get item Y." In these particular Universes, the "tank" type of character tends to be the absolute least interesting to play. Storyline, brain-requiring quests, and interesting puzzles make all the difference in something immersive.
In any case, I really think the best stories can't be cold computer-generated grind quests, they need to be crafted around the players talents and shortcomings.
To be fair, my love of truly immersive interactive RPGs is part of why the whole MMO deal never did it for me. A game world full of people going "lol" and "a/s/l" and "omg nd heal pls" really kicks the crap out of suspension of disbelief.
I digress, but I do believe that immersion and feeling like part of an imaginary world is doubly important to scifi fans in such an environment. Hardcore scifi nuts, the types who read Gibson or Heinlein or Asimov or Douglas Adams or whoever else, tend to want to use a brain more than they want to just shoot everyone. It just takes a lot more effort on the part of the game creators to get it right. Think of the best scifi games you ever played. What was interesting about them which you don't see in modern MMOs?
Take the Hitchhiker's game from Infocom, for instance.. I've played very few games that I've ever felt more immersed in. I was totally Arthur Dent for most of my time in front of that monochrome screen. (Except for the parts where I wasn't..) And how many times in that game does the player shoot or kill anyone?
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Fantasy's a more romantic setting. It's a simpler, nicer looking world, no electricity, no power stations, no concrete jungles, no stock markets, no traffic.
We're surrounded by so much technology nowadays that immersing yourself for eight hours in even more technology in a sci-fi Mmorp seems completely overbearing, whereas a technology-free world is like an escape.
There is one more great big difference between the two type of stories. Fantasy plots generally are limited in their geography. Even if you did know about the far away land, getting there is prohibitive, and the stars are simply unthinkable. Sci-Fi plots almost universally have expanded to multiple planet scenarios up to the point of having so much to explore that no one could possibly hope to even see it all on film, much less in person. If I were a game developer, I'd feel much more comfortable producing, and even coding a world that has reasonable and well defined borders and limits.
Always going forward, 'cause we can't find reverse.
For the mostpart the "other races" are still humanoid though, but fantasy has plenty of things beyond that such as dragons, beholders, and various other tentacle monsters. There are plenty of identifiable aliens as well, those from the Alien movie (bipedal/quadripedal), predators, klingons, kilrathi (sp?), Kzinti, Posleen, etc etc
Yeah, somebody might not immediately identify with a Posleen (basically centaur-structured lizards), but the badasses from the Alien series are pretty identifiable (ever played AvP), and the Kzinti/Kilrathi are pretty much fuzzy people.
Thinking about it, one of the previous comments definately hits near the mark. People will identify with being an orc, hill-giant, or hobbit because they're common fantasy characaters. People could also identify with being a Klingon, Geiger-Alien, Predator, Kzinti, etc.... but that's not going to happen because when you include them all you're probably going to have your ass sued into the next starsystem by the copyright owners of Star Trek, Aliens, Predator, and the Larry Niven books. I suppose you could make similar characters and/or use parody (a-la SpaceQuest), but look at what happen with City of Heroes and the lawsuits wherein players could make characters similar to movie entities.
Anothe reason why current Intellectual Property laws suck ass, while using a Klingon named "Worf" in your game might be dubious, you shouldn't be attacked for having something klingon-like, hell it's a compliment to the creators.
His answer to, "Why is fantasy so hot?" is basically, "Because with fantasy, we don't have to be original." Listen, this is about a much larger "problem" that's been slowly cropping up recently within in geek fiction: readers (and gamers) believe they're willing to try something new, but they really aren't. So, when you pick up a hundred fantasy novels off the shelf in your local bookstore*, you'll find that most of them have similar themes ("We have to save the world!"), have the exact same types of settings (similar to medieval Europe), have the exact same types of action (swordfights with wizards) and have the exact same type of fantasy beasts (dragons, zombies, dragonzombies, zombodragonoids). Likewise for fantasy games. Why is fantasy so limited? It should really only be limited by the author's/ designer's imagination. But too often, designers and authors (rightfully) believe that their audiences just want more of the same. That they don't want a completely new type of world, a completely different definition of "magic," a completely different set of creatures unique to the world. We end up with more of the same becuase that's what sells. And since it sells, producers/ publishers are unwilling to take risks. The sad truth is, the self-important fantasy crowd lives in an adolescent power-fantasy. They know how they like their superheroes, and they know how they like their fantasy. Sci-fi is too challenging to them becuase from one universe to the next, the rules are completely different. (This could be the case for fantasy too, but too often we're just force-fed more of the same). What Mr. Jacobs' answer should have been was, "Because it's easier to force-feed our users more of the same." *(a pre-Amazon phenomenon)
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Perhaps, but I would say advanced particle physics and quantum mechanics are difficult enough sciences that most people will accept any explanation given at face value, which essentially makes the distinction somewhat meaningless.
I would say the real reason why sci-fi is more difficult to pull off than fantasy is because science fiction removes the human element altogether. The driving force behind any MMO is to make your avatar more powerful. But in a true sci-fi world, individual people become powerful through the tools they use and the things they own, and not through personal growth. A laser shot from a ship piloted by a level 1 captain shouldn't do any more damage than one shot from the same ship piloted by a level 20 captain--so clearly the traditional method of "leveling" would need significant tweaking. This is akin to the same "explanation" you quoted earlier, but I'd rather label it as "internal consistency." A sci-fi world could not be internally consistent while operating under the same basic system as, say, WoW. This doesn't make it more difficult than a fantasy MMO, it just requires a different take on it--and we all know how successful video game companies are at breaking free of traditional formulae.
Fantasy has several established archetypes so there's enough variety in character choice. Warrior, Rogue, Ranger, Mage, Healer, and some variation in between. Sci-fi's got guns. That's it. If you're Star Wars you've got guns and lightsabers, but Jedi are supposed to be rare.
Balancing melee weapons with guns (a la SWG) is pretty much impossible because it breaks the laws of physics and along with the basics of latency, ruins the fun for either the melee classes because they can't get close enough (realistic) or the ranged classes are so gimped that the melee can trash them against all logic and reason.
Trying to create enough classes with guns just needlessly restricts the player. Why shouldn't a guy that's an expert with a rifle be able to shoot a carbine? That makes no sense.
At least that's the answer I can take from SWG. Star Wars really isn't a good universe for an MMORPG. An MMOFPS, though, now that would be a different story. Anarchy Online, I think, just wasn't all that attractive of a universe. Very odd. And had a very rough start. If there was a Sci Fi game with the polish and pazazz of WoW, I'm sure it'd do just fine, if they could solve the class problem.
The gunfight is far faster, spot, shoot, kill.
While in real life a hit with a broadsword is probably as much an instant kill as a bullet in the head, movies have made us believe that sword fights last minutes while gunfights are over in a matter of seconds.
Now take a look at the various MMORPG's games. Because of the general lack of AI or anything approaching tactics let alone strategy most fights are about wearing down the enemies hitpoints slowly in a prolonged duel. No instant kills allowed. It just doesn't fit in the gameplay.
SWG offcourse had guns and believe me that after years of movies and books and other star wars games it came as something of a shock to find that stormtroopers do not die instantly if you hit them with a blaster shot. Neither two, nor three, nor five. In fact during a period before the dreaded CU/NGE debacle you had roving bands of stormies that had some very big brothers that could whoop your ass. But apperently not spot you sniping their platoon down one by one. Well when I say sniping I mean firing away at their heads with concealed shot for about five to ten minutes a piece.
Not that the melee combat was any better but at least that seems acceptable. You can parry my sword blows but how exactly do you stop an energy bolt straight between the eyes? It gets Jagged Alliance kind of silly where you shoot somebody with a machine gun at point blank range, only somehow manage to hit them once, in the head and they still fight with 94% of their health gone in the next round. WTF? Any notion of suspense of disbelief is gone. You are in a spreadsheet with pretty picture mate. Not fighting the evil empire. Or rebel scum.
The same problems occurs ofcourse in KOTOR with the damn lightsabers. You get this cool weapon that can slice through anything except it seems clothes, swords and any piece of armour. That wasn't the deal!
Guns don't work in current MMORPG gameplay. For instant kills to work you need more enemies, they need to be more intelligent (how many MMORPG's are there were the enemy is even capable of seeking cover?) and you need far better code for instance collesion detection to avoid people targetting and shooting through walls. Already a pain with swordfights it could make gunfights with instant kill even more frustating.
Oh and if you add instant kill on the enemies, do you add it on the player? A modern war based MMORPG would suck for the point guy. Spend an hour getting ready to get to the quest area only to be ambushed and get a bullet in face and be forced to respawn.
Your argument of aloneness doesn't ring true to me. Star Trek is very much a group off people, especially the original series, while say the entire TES series of games (Oblivion) is very very lonely.
People accept a resistance to fire. They do not accept a resistance to hot lead. MMORPG structure at the moment just can't do gunfights. Hell, single games can barely do it. FEAR and that old Lucasarts cowboy game are about the only games I remember where there was movie style gunfights going on.
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In a Fantasy environment it's easy to say "You don't have the required years of training and spellcasting experience to be able to whip out a fireball capable of 24d6 damage".
In a realistic Sci-fi environment it's difficult to say "You don't have the required years of training and marksmanship to be able to wield a high damage laser pistol, you get a different kind of pistol capable of only doing 2d4 damage."
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