Disney Takes Aim at Movie Based MMOGs
eldavojohn writes "Disney has announced plans to launch more movie-based Massively Multiplayer Online Games. With plans already on the table for a "Pirates of the Caribbean" title, additional properties are apparently now under consideration for a similar treatment. They are aiming at teens more than the older crowd, and don't seem to be interested in fighting for players from World of Warcraft or Second Life." From the article: 'We plan to build more virtual worlds like "Pirates" based on a broad range of our properties,' Iger told attendees of the annual Consumer Electronics Show in Las Vegas ... 'You can imagine living in Buzz and Woody's toy universe,' he added, recalling Disney Pixar's computer animated hit feature film 'Toy Story'."
They really think they can make more money like this?
The only good "Disney" games are the Kingdom Hearts series (in my opinion)
For this, I predict a 100% failure, unless there are no subscription fees like in Guild Wars.
This is the sig that says NI (again)
Please over-saturate this heavily over-done market as quickly as possible so that game developers might move on to making games that are actually entertaining instead of vain attempts to quickly garner monthly service fees from helplessly addicted users.
It seems that every company that wants to get into the MMORPG game makes the same predictable mistakes. Thankfully, most of these never make it to the final "go live" moment. Some can limp along for a while but are nowhere near the leaders of the pack. It's just a waste of time when companies can't learn the mistakes they watch their competitors make.
In this case, it's making the fatal assumption that "great character-based story will make great MMO franchise." MMORPGs are about the players, not about a few trademarked names that served as the ensemble core of a story. To entertain the players, they must feel like the star of their personal story, and if the premise is about the key personalities in that world, there's a big disconnect there. Find mythical worlds which don't rely on the obvious few characters, where everyone has a chance at being great in an original way. The pre-authored content should be about the settings, the mythos, the backstories, not about the "main characters."
Example: don't make an MMORPG about Harry Potter's world. There's a huge castle, a wonderful surrounding countryside, four great built-in guilds, and more magic spells than you can shake a stick at (literally). But you're also going to have five thousand people who can't succeed without a ragged scar on their forehead in an entirely predictable way.
Example: don't make an MMORPG about Cap'n Jack Sparrow's world. There's a huge ship, a great collection of ports of call and legendary treasure to plunder. But you're also going to have five thousand people who can't succeed without swaggering around drunk on sun and rum in an entirely predictable way.
I could cut and paste a few more examples, but you could just look down the NetFlix Top 100 and the Amazon Top 100 for a lot of the ideas that are being discussed in MMORPG board rooms today.
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Aiming at teens instead of the older crowd? I guess a lot of teenagers like the Kingdom Hearts series, but it seems like Disney games would be aimed at pre-teens and younger.
Nobody wants players from Second Life. That's why they are playing Second Life in the first place.
... and then they built the supercollider.
You know, as much as I think a POTC MMORPG conversion would probably suck, Disney has the ultimate MMORPG ready to go... In their TRON universe.
:) Gain more resources (primitives) and even design your own transport or accomodation.
:)
The TRON2.0 game was pretty enjoyable, and Disney could build an entire universe around the premises in TRON and the later game without even trying. Even the game engine is ready to go. How much tweaking would it need to convert the Tron2.0 game into a MMORPG?
And if you could enter your world as a "User" or otherwise have your "Program" running around according to it's own script when you weren't in control, it would be pretty cool. Having your program search for interesting items / escape routes etc, and emailing you back in the real world when it found them, allowing you to control the game either from the command line or email and then using a full client when you wanted to roam around.
Probably the era of the MCP would be the ideal time.... As you recall, the MCP controlled all the NPCs while the programs were essentially independant reflections of their users... Better still if you could download a basic bitmap of your size/features as parameters, your program could even look like you... (Not that difficult to send along with co-ordinate information if well thought out).
And you could develop your "User" powers over time, gain access to Tanks, Recognisers and Lightcycles to move through a massive world inside the computer. Even set up your own hard drive file area to store them
As much as the thought of a Disney MMORPG bothers me, I (and I imagine other programmers) could probably really get into and enjoy something like this. Kinda like Second Life but with Neon...
GrpA.
Enjoy science fiction? "Turing Evolved" - AI, Mecha, Androids and rail-gun battles. What more could you want?
Most of the posts seem to indicate that people are unaware of Disney's history in the field. They've been running the well regarded Toontown online since 2003.
Also, you can thank this group for the Nintendo Friends code system. To my knowledge Disney designed and developed the first implementation a friends code system with a Barbie diary product years ago. It's the best way developed to prevent young kids from interacting with strangers online, and they shared what they learned with the rest of the industry. (And, yes, it's a pain to everyone else.)
I'm confident that Disney will do well with their next product, even if it isn't as big as World of Warcraft.
Oh boy *pant*, shell bra goodness and... oh, wait, all the players will really be guys.
Um, forget I said anything.
Disney has the reasources and power to make this happen. If they fully go through, the buisness will probably ramp up customers in the 9-14 years old area. Then it will flop. The kids will outgrow it, then it won't be an attractive novelty, and, worst of all, they probably will never profit from it! Try, try and you will suceed - for 10 minutes.
Remember the recent Second Life Grey Goo incident?
I see Disney's MMORPG crumbling under a flood of magical fantasia broomsticks
Screw you all! I'm off to the pub
If a Pirates of the Carribean MMO was release, how long would it take for the community to demand insult sword-fighting be implemented?
What They Should Do Is make a World Of Warcraft type game like Kingdom Hearts, where instead of them focusing on like PotC, they will put all of them in one MMOG that will allow the kids to play with all there favorite disney stars. KH was a little challanging, they should make there new MMOG something for the 5-10 age group, with more focus on small games like wario ware.
O RLY? Kill Bill was produced under a division of The Walt Disney Company, making it just as much a Disney movie as Lilo & Stitch.
The NDC is long expired on this, so I guess it's OK to talk about it.
Before A Tale in the Desert, we proposed an episodic MMORPG to Disney based on A Bug's Life. We built a playable (2D) prototype that was a lot of fun. Characters from the movie were NPCs - for instance, Flick would give you "blueprints" for crazy contraptions, and you'd have to scavenge and make all the parts for each one.
You could find grain and plant it to grow wheat shoots to use as rubber-bands. You could climb the tree and toss down acorns to other players. They could show them to Flick who would suggest an invention to pry the nut from the cap, and then the cap could be used with glue that came from sap as part of a gear for other contraptions.
Ultimately you'd build a little ant-sized sailboat/raft to get yourself and trhe others off the island, and that would lead to episode 2. IIRC, the content that we had could be played through in an hour or two by a team of 3-5 people.
Unfortunately the project never made it further than the prototype - I think this was all in 1999. But I still think that A Bug's Life is *the* Disney property that needs an MMO.
Movie tie in games almost always suck because...well...movie people aren't game people and they certainly don't hire game people. Disney has done way better than anyone in the past with that cuz they at least give it a decent try and umm...Kingdom Hearts rocks lol. But guess what! In 2010 guess what's coming out for movies! Splinter Cell the movie, Devil May Cry the movie, and Onimusha the movie. I kid you not http://imdb.com/List?year=2010&&tv=on&&nav=/Sectio ns/Years/2010/include-titles&&heading=7;All%20titl es;2010
Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
Chip 'n' Dale's MMORPG?
Reboot FTW!!
http://www.imdb.com/title/tt0108903/
It takes only a cursory look at the market to understand why this is silly.
Firstly, the maintenance on an MMORPG that isn't instance-based like Guild Wars is huge. That means a large cost, hence the monthly fees. Now, to a small extent those monthly fees generate profit, but only to a small extent. If you overblow your fees too much you shrink your potential user base.
Secondly, it's generally a good idea to focus on one such game at a time. Blizzard has a team that literally spends all their time on WoW, and things can still take a while to get done. Imagine how crazy it would be if Blizzard was currently maintaining and improving WoW, UoS (Universe of Starcraft) and HoD (Hellhole of Diablo). Nothing would ever get done, ever.
Thirdly, the MMORPG market is not infinite. Like any otehr market it can and does grow, but even when it does "by leaps and bound" we will never see the market doubling or tripling over one MMORPG in a matter of months. Years maybe, but not months. The logical limit of an MMORPG's possible user base in the first year is about 150% of the current market. However, that figure is assuming every last player, old and new, adopts the MMORPG. It is much more likely that only a small fraction of the market will adopt the new game.
Fourthly, MMORPGs tend to be both exclusive to one another and retentive of current players. Monthly fees are a key incentive in finding one MMORPG and sticking with it. $15 a month isn't bad, $30 might be okay, but $45 is practically a new game every month being frittered away for the privilage of being able to play WoW, EVE and EQ2. As MMORPGs reward time invested, it's almost always better for a player to stick with one.
Lastly, to all you WoW killers out there... wait. Quite simply, you will not be able to beat WoW at this time. The player-base is entrenched, they aren't sick of it yet, and they won't leave for another 2 years even if you create an incredible and supirior MMO experience. Wait 2, 3 maybe even 5 years before taking a serious shot. By then WoW will have outlived itself, and your supirior MMO will be able to take the market by storm while Blizzard takes their usual inordinate amount of time in developement.
Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
and don't seem to be interested in fighting for players from World of Warcraft or Second Life
Did anyone else find it really strange the person even mentioned Second Life? The only thing that game seems good for is generating press. And for some reason, Zonk has to post about 3 articles a day about it. The concept behind Second Life is interesting...sure. But beyond that it really isn't much of a game and it begs for someone to do it a lot better. Second Life doesn't have enough players that anyone would want to steal from them. It would be like saying a new FPS company wants to model it's game after the success of Half-life or Daikatana. The first one I get...the second one...huh????
Oooh, that must hurt, I just put Second Life on the level of Daikatana. For some reason that just gives me a warm happy feeling this morning.
Support a great indie game: http://www.abaddon360.com
Base it around puzzles...ya...that's the ticket. Make everything puzzle stuff that you can do. And..and..make it non-fee based, play for free but buy in-game money. Ya. Great idea. After all, its never been done before. (sorry, no pop)
Unfortunately, it's not just Disney who are throwing their IP at MMO games in an attempt to cash in on the market. There's been a fair few announcements over the last couple months about various groups also developing MMO games. Battlestar Galactica, Firefly and are just someo f the TV shows / movies that are crossing over to become virtual worlds.
I'm sure Disney think that, with the success of the current slather of MMO games, they'd be able to get a piece of the action themselves, and what better way to do it than to use one of their biggest cash cows at the moment - Pirates of the Caribbean. While I don't necessarily think it will flop (I know a lot of people who'd love to be online pirates... and even IRL), I don't believe that Disney will have the necessary know-how to be able to keep players interested in the game, or to draw them away from any other MMO game (WoW, I'm looking at you...).