Beating WoW At Its Own Game
The BBC has up a short piece on the hopes of game developers and investors to 'beat World of Warcraft'. Representatives for the upcoming Age of Conan, recently-released Lord of the Rings Online, and Star Wars Galaxies all discuss what it's like competing in a post-WoW world. Funcom game director Gaute Godoger has a point when he says, "The industry so needs competition to World of Warcraft ... We need other strong games that can make people understand that there's more to it than WoW." The article discusses some of the features each of these games offer that differ from WoW, and theorizes a bit on where the MMOG genre will go next.
Due to everyone playing WoW, there will be no first post for this article.
Tequila: It's not just for breakfast anymore!
The article refers to the Star Wars Galaxies updates as minor fixes and modifications that made players happier and expanded the player base. A simple check would have shown that after every major overhaul, experienced players left in droves and were replaced by noobs. Then to top it off it touts adding creature handling as a new feature (neglecting to add that it had existed long before, but they removed it). Surprising that SOE finally admitted maybe people liked raising animals, and put a feature people wanted in a game.
Yes, I rant, but being an avid fan of SWG before the Combat Upgrade, I can tell you that SWG is no longer the game it was. And then it was beaten while it was down with the New Game Experience which turned it into an action game instead of an RPG. Poor SOE, if you want to release a new RPG, do it. Don't replace what people were playing with something else, ESPECIALLY if they are paying a subscription.
Yes it's an anecdote! Were you expecting original research in a Slashdot comment?
In case any MMORPG developers are reading this, some suggestions:
1. Either make me pay a monthly fee, or make me pay for the client, not both. Charging for both makes it seem like you're not convinced I'll want to keep playing. By all means have a CD distributed in stores at a price that covers costs; it's just the phenomenon of paying $50 for the chance to pay another $10 that doesn't make sense.
2. If you can't make the client free, make it transferable, so I can sell it if I decide I don't want to keep playing. There's no way I'm going to spend $50 on a game I may not even like, if I can't resell it to get back some of the cash.
3. Include Mac and Linux. I don't run Windows and won't run Windows. There are millions of us, and we have very few MMORPG choices right now, so it's an easier niche for you to get into than the more saturated Windows market.
4. Make it possible to play the entire game in cooperative mode. I have zero interest in deathmatches.
5. I prefer SF to fantasy, yet most RPGs are fantasy. I guess it's easier to artificially limit the players and work around plot issues when you have magic around and a lack of fast long distance transport and communication technologies.
6. Don't riddle the game with spyware and have an abusive EULA. Yeah, WoW got away with it, but that's no excuse.
7. Don't require bleeding-edge hardware. My next machine is probably going to be a laptop with Intel graphics.
Generally, the idea I'm presenting is to try and go for the potential players who are not being served at all by the current online gaming market, rather than to compete to steal customers who already have a choice of a half dozen games they could be playing. You know, try to be the Wii rather than the PS3.
GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
From the article:
How does this system eliminate grinding? It seems to me that it would exacerbate the grinding problems as players would grind even more in order to get the additional power and titles conferred by grinding mid-level mobs.
We all know what to do, but we don't know how to get re-elected once we have done it
Star Wars Galaxies has gone from 'flawed, but promising' to 'what has science wrought?!' over the course of its existence, a stunning reversal of the usual trend to launch with missing content and patch in later, to launching with missing content and tearing most of what's left out later. Servers are ghost towns, good going there, guys.
Anarchy Online has had more ups and downs than a roller coaster (abysmal beta, spectacularly awful launch, promised lore/television/multimedia tie-ins that failed to materialize... and a free year of basic play offer to bolster subscription numbers), but at least Age of Conan has some interesting gimmicks planned for it.
WoW may be simplistic compared to its predecessors and competitors, but it's been as well-produced as any other Blizzard product-- that is to say, polished to an eye-searing shine. In order to pull the same thing off, their competitors will need to get out of the 'launch first, patch later' mindset, which will absolutely require the trust of the people that fund the projects. Without that element of risk-taking on their part, there's no way that any development team will be able to pull the same thing off. All of that development and polish takes time and effort, which are fueled by money... and the precedent of shipping something that runs, rather than something that shines is still much stronger than WoW's literally phenomenal success.
EVE Online is one of the largest MMORPGs out there. Its also possibly the only successful science fiction based MMO game. Given these two characteristics, combined with the fact that EVE's developer team is much more hands-off with regard to player-to-player interaction, I'm surprised that EVE was nowhere to be found the article.
We all know what to do, but we don't know how to get re-elected once we have done it
I've found that to be the case with most Blizzard games. They don't do anything particularly innovative (Real Time Strategy existed before Warcraft, MMORPGs existed before WoW), but the level of polish on a Blizzard game is far above and beyond any other game in the same genre.
Heck, look at Starcraft. That game is still being sold and played, despite approaching 10 years of age. Reason: the game was simple to understand and play, and the races were far more balanced than in any other game of that time. Nothing really new or innovative, but the overall execution was of high quality, ensuring continued success.
We all know what to do, but we don't know how to get re-elected once we have done it
Quoth the Tao of Programming:
A master programmer passed a novice programmer one day. The master noted the novice's preoccupation with a hand-held computer game. ``Excuse me,'' he said, ``may I examine it?''
The novice bolted to attention and handed the device to the master. ``I see that the device claims to have three levels of play: Easy, Medium, and Hard,'' said the master. ``Yet every such device has another level of play, where the device seeks not to conquer the human, nor to be conquered by the human.''
``Pray, great master,'' implored the novice, ``how does one find this mysterious setting?''
The master dropped the device to the ground and crushed it underfoot. And suddenly the novice was enlightened.
Tsunami -- You can't bring a good wave down!
It's quite easy to explain why WoW succeeded where others have failed.
First and foremost, they had an already existing background world. That started it off well. Warcraft has a LONG and quite well known world. Not with movie goers, not with bookworms, but with computer players. That sets it apart from SWG and LOTR. Yes, both have a large fanbase, but those aren't necessarily gamers. WoW had a gamer fanbase from the start.
Second, it's easy. Sorry, dear WoW players, but that game is easy. Easy. Easy. I know a five year old who's leveled to 60 without any real difficulty. But that actually meant that it was one of the first MMORPGs that drew the attention of people who're not hardcore number crunchers and grinders, who don't first of all consult a billion pages about the game to find out whether spell X or spell Y is in situation Z more appropriate.
It was basically the mix of having a good player base at its start and being easy enough that people who got invited by those who knew its name (i.e. the "old" Warcraft players) didn't get bored with the detail work.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
...don't.
You need only look so far as Diablo and Diablo 2 to realize that when it comes to addicting grindfests, Blizzard is king. Attempting to take Blizzard down on their home turf is a ridiculous goal, and one that should be abandoned by any MMORPG hopeful.
I can't say I pay attention to subscription numbers, but to my knowledge the most successful MMORPG outside of WoW is EVE. EVE also happens to be fundamentally different from WoW.
The problem with these companies is that they're trying to make "WoWLotR" or "WoWConan". They see WoW as a formula they can copy and make money from. What they fail to realize is that the "GTA Clone" strategy doesn't work with MMORPGS. Even if you were able to make a game as good as WoW was when it launched you're still 2 and a half years behind on new content updates, balance tweaks and cosmetic upgrades. Even if you can make the game as good as WoW is now, you still don't have the 8 million strong playerbase. Your game literally needs to be significantly better than WoW straight out of launch.
No, you can't beat WoW at its own game. You can wait for it to eventually fade and then stab it when its weak, but that's a long ways off yet. If you want a successful MMORPG, it needs to be different from WoW. It needs to do the things people wanted from WoW but didn't get. I doesn't even have to be in a fantasy setting. I know I'd enjoy a Dynasty Warriors MMORPG, were it done right (we probably don't have the technology to make that as awesome as it could be, sadly).
In summary, trying to beat WoW at what WoW does best (it's own game) right now is like trying to beat an olympic athlete in a marathon when they have an 8 mile head start.
Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
The oldest first, Star Wars Galaxies. Yes its launch was bugged, yes bugs took for ever to fix and yes SOE changed the nature of the game, in my opinion ruining it, with the CU and the NGE. Yet it remains one of the most ambitious titles. Player controlled economy with all equipment obtained through crafting NOT looting, yes this could mean that a new player who wasn't socially capable enough to find existing players, had a hard time getting the money to buy the equipment. I personally have helped plenty of newbies to get their decent starter kit. SWG had a nice community. It also remains alone in allowing you to combine classes as you saw fit. Sure, this did lead to some people trying to spec out uber combat classes and to wich SOE made the fatal mistake of them upping the high level content to those specced out players. Yes the doc-buff was the death of grouping BUT it tried.
A typical SWG quest, oh wait, nobody bothered with them because although some had nice writing the XP and loot sucked and so why bother, RPG for the story? Not in MMO land mate.
Everquest 2 too tried. FULL SPEECH! Read that again and realize that in 2007 NOT ONE SINGLE MMORPG EXCEPT EVERQUEST 2 HAS SPOKEN TEXT FOR ITS QUEST GIVERS. 2000 called, they want their text bubbles back. It also tried a new crafting system and upped the stakes in the graphics department. It didn't work. EQ2 is a nice enough game but it is also evercamp squared. A typical EQ2 quest goes like this. Kill 20 X, turn in, Kill 20 X, turn in, Kill 20 X, turn in, Kill 20 X, turn in, Kill rare spawn that only spawn on days with no y.
And then SOE changed the game again, the running animation now looks like an old fashioned slapstick and the death penalty was made so light it barely matters.
Next, there is WoW. A little known MMORPG that is managing to hang on somehow. Blizzard is to MMORPG's what Microsoft is to desktops. It does nothing new, it copied everything it does from everyone else and still it absolutly dominates. Does it have less bugs? No, read the forums, did it have an untroubled launch? Like hell, does it have excellent customer service? Still read the forums.
Its gameplay is a throwback to the orignal everquest with absolutly nothing new added. And yet. Something is right. (something is also wrong, but I am coming to that).
EVERY single SOE game has an engine that is claimed to be future-proof wich is why your computer right now will choke on it. Apparently nobody at SOE realized that a future proof engine is of no use unless the game itself has a future.
The WoW engine is NOT futureproof. Blizzard used an engine that computers of that day could run. Its relativly low power is hidden masterfully by their choice of art direction (hint to SOE, you need some) and it works. To a point. I am not alone in simply NOT like the graphics after prolonged exposure. It is worthy to note that of all the major MMORPG's in the west WoW is closest to the korean ones in the lack of being able to customize your avatars basic looks. Well I say avatar, WoW players tend to think of it as toons.
WoW is Everquest Lite done decently. It says a lot about the MMORPG market that this is high praise indeed. What turns people off sooner or later is that WoW copied everything from everquest including evergrind and evercamp. These things I could have done without.
A typical WoW quest goes like this. Loot item from X by killing it. Oops that one didn't have it, kill another, and another and another and another (repeat for several hours).
Next, another SOE title. Ambitous, certainly, trying new things, absolutly. Bugged, oh hell yes. I am talking offcourse about no other game then Vanguard.
More races then any other game and although a cynic might claim most are just color variations, they do have different starting areas/stories. More classes as well. An extra gameplay option in the form of diplomacy. A future proof engine (hint looks great, won't run) and lots of potential. And bugs. Lots of bugs. Basic stupid bugs that
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
If you have ice cream, I will give you ice cream. If you have no ice cream, I will take it away from you.
This is the ice cream kaon.
Kwisatz Haderach
Sell the spice to CHOAM
This Mahdi took Shaddam's Throne
I think you mean "simplified interface" so that anyone and everyone who even attempts the game discovers how easy it is to get started and gets hooked within minutes. I've met some handicapped players including one guy who was completely immobilized except for his head. Seeing his joy at playing UO was heart-wrenching. I'm quite certain he is playing WoW and enjoying it even more because it's so much simpler than UO. Whenever someone complains about a game being "dumbed down," I think of him.
Obviously, WoW is so dumb it attracted over 8 million people because it IS easy to play. The most amazing part of WoW, though, is even though it's easy to get started and continue to play in a casual manner, it can get as complicated as you wish and require a great deal of research, modification and time in order to complete the more challenging quests and instances.
If there were more penalties, you'd have more people getting frustrated, giving up, logging off and canceling subscriptions. You wouldn't have nearly as large, varied or active the PvP community that does exist. I tried getting my wife involved in UO (pre-pvp consent) twice. Both times PKs ruined her experience and drove her away. I introduced her to WoW while I beta tested it and she's played constantly ever since. One more experience we get to share together.
There are enough penalties for death. You have to pay to repair your equipment, or if you cannot get back to your body (long distance, over active spawn, etc.) then you REALLY pay by rezzing at the graveyard and taking extra damage. Plus it's a penalty of time lost when you should be enjoying yourself instead of running back to your corpse.
That is the players' choice and the reason Blizzard introduced better items for casual players in Burning Crusade. (Plus that death penalty gets steeper.) Not everyone can commit the time or has the resources to run a raid, but I bet they would if they could.
There is absolutely no need to EVER grind in WoW. (**By "grind" I mean kill a monster for the sole purpose of experience gain.)
At launch there were 2500 quests per faction (Alliance, Horde); with BC I'd suspect it is now more like 5-6,000 per faction. My first character hit 60 within a few months (I'm a casual player who plays multiple characters at once) by only doing quests and running the instances associated with quests. There was never a point where I said "I'll go kill these wolves to gain my next level," it was always "Oh, look, I'll get my next level at my next quest turn in or while killing for that next quest."
Anyone who is "grinding" is ignorant of the available quests and simply doesn't understand how WoW is different from all those MMO's that came before it. For those that are ignorant, all it takes is a tell in the public channels asking "Where should a lvl xx go for quests?" I can reference the Prima strategy guide, wowwiki.com or any number of other resources if I cannot draw upon my own experience. There are so many quests, Blizzard had to up the quest log from 20 to 25 so people wouldn't have to do so much extra running back and forth. There is never any reason for a person's quest log to drop below 5 quests much less be empty.
By your definition of "truly great game," you just described Ultima Online as it existed in 1997-1999, and how the Felucca side of each shard still exists. I think most of us have grown beyond that.
By your complaints and suggestions I gather that you are an experienced gamer and one who participates in PvP. I've heard these same complaints from players over my 10 years of playing MMO's. Trust me, you are in the minority
So basically you're saying that LOTRO's lack of grind is... well, the same as WoW before it.
Well, I'm not arguing with your assessment of either. It's just silly nevertheless to hear the LOTRO creators make such claims as that they're beating WoW by eliminating grinding (when WoW didn't require any either) or that titles for the number of creatures killed are what turns grind into non-grind.
It's blatantly silly. If anyone despised WoW's "collect 25 murloc heads... and only 1 murloc out of 20 has a head" quests and considers those "grind", then adding a title for number of murloc kills doesn't turn it into non-grind. If anything, it just adds insult to injury. The _last_ thing I'd want, when I'm bored out of my skull killing those murlocs... and yet another one was headless, is a message to pop up telling me that I got some title for a million murlocs killed. Not only it wouldn't make it magically "non-grind", it would be a reminder of all the points before when I grinded murlocs for some dumb quest.
Basically I'm used to hearing silly boasts from people making yet another "X killer" (where X can be WoW, iPod, etc) or "beating X at its own game", but this kind ranks not only as silly, but as... clueless. If the best they can come up with is "I know, let's add some titles", then they're truly and completely clueless. They didn't actually look hard at what they're copying, what works, what doesn't, what's not what the players want, and what they could design otherwise. They're taking wild guesses at something they don't even freaking understand, and hoping WoW would just have a heart attack so they can claim the kill.
A polar bear is a cartesian bear after a coordinate transform.
I won't lie, the Linux and Mac gaming market just isn't there in force yet. However, I don't look at this as a hindrance to entering the market; I look at it as an opportunity.
Linux and MacOS is growing. Especially with Microsoft's feeble latest attempt at an operating system, I think that more and more people will be looking at it as a viable home computing platform. Those people are going to want games. There just aren't that many available yet, especially in the MMORPG market.
If I were an MMORPG developer, I'd be jumping on this chance. I'd use as many cross-platform libraries as I could, and that would be one of my major selling points: Whether you're using Windows, MacOS, or Linux, you can play our game. You might make a mediocre dent in the Windows market, probably trailing behind the 800 pound gorilla of WoW. But you would virtually own the MacOS and Linux market for these types of games.
As those markets continue to grow, so does your game, and the market for Windows-only games shrinks. Even Windows users may start preferring it because they can play with their friends who are using Macs and Linux boxes, not just the ones who are beholden to Uncle Bill. Also, as a development company, you gain experience at developing cross-platform games, so the games you come out with in the future will likely be better than other's who are playing catch-up to the new world of multiple OS's out there.
Personally, I think developing games only for Windows is a really bad business gamble. You're basically betting your financial future on Macs and Linux not gaining any market share in the future. I think that's extremely short-sighted.
Oh, and just as an added note, don't forget that in the case of an MMORPG, we're not talking about developing the whole game for multiple platforms, only the client. The primary function of these clients is simply to display graphical representations of network data efficiently and prettily to the user. A very powerful and popular cross-platform graphics library already exists (OpenGL) that will handle the lion's share of this work. In my opinion, if you're a graphics application developer and you're not using it, you're being pretty stupid. As for the back-end server software, unless you plan on selling it or otherwise distributing it, you're free to lock yourself into whatever platform strikes your fancy.
Well, let's see who they mention there:
- Funcom: makers of Anarchy Online, launched as the buggiest pile of shit in recorded history. Read the reviews on Something Awful, and know that they're actually going soft on it. The game was actually buggier than that. Also bear in mind that that's not at launch, that's after Funcom had been given more time to fix it, and had proclaimed it 110% fixed and working as intended. Yet people fell through the ground and/or started swimming in the ground, enemies attacked through walls, enemy melee attacks had longer range than a sniper rifle, doors were a swirling graphics error, balance in _all_ aspects was a sick joke, crashes and disconnects were common, getting trapped in scenery was also common, missions were randomly generated crap from the same template (e.g., you actually had to kill everyone in a "stealth" or "infiltration" mission to get the token), etc, etc, etc. It says something about the kind of people who'd proclaim that to be working as intended.
Heck, even the whole freaking factions were so messed up that faction 1 got more money and better equipment, faction 2 just got shafted, and faction 3 didn't even have a shop above newbie level. How's that for balance? Imagine joining, say, the Horde in WoW and discovering that your side doesn't even have more than the newbie areas in the game.
So basically forget these guys, they just _can't_ design a competitor to WoW. All they can do is hope that someone else comes along and kills it.
- SWG: it stayed afloat at all because of being a merchandising exercise (you know, like putting Darth Vader's head on a t-shirt: you hope people will buy it just because it's official merchandise), _not_ because of having good design. It was the game that was awaited by _millions_ of SW nerds like it's the second coming of Obi Wan, and it just managed to disappoint almost all of them. Either right away, or in the many changes, culminating with the NGE that turned the whole game into a whole other _genre_. Among many other sins.
And reading TFA just reminds me of another thing: the team also always had a thorough contempt for the players, and had no qualms with making excuses or telling outright lies. And I see it continues to this day. E.g., now they're introducing pets as some exciting brand-new feature... never mind that it was there before they removed it in the NGE, pissing off everyone whose class had been eliminated. E.g., claiming that reducing the classes was because of noticing what players do and want is... rich. It's like claiming that you kicked someone in the balls because he obviously wanted that. E.g., the excuse that they were the first and that excuses their mistakes... no it doesn't. There were things known not to work long before, some since the time of MUDs, the SWG team just chose to ignore everything. And at any rate, by the time they did some of their biggest blunders, such as the NGE, that was already after a decade of MMOs. They simply didn't have that excuse any more. Etc.
At any rate, to return to the main idea: everyone who is still there, is there because it's SW. _Not_ because the SWG team can design a good game.
- Turbine: Well, these guys did make Asheron's Call, which was rather popular at one point. (Even if mainly due to being the place where you won't get ganked instantly like on UO.) So at least at one point they did have the mojo to challenge the kings of the hill.
Then they seem to have forgotten how.
AC2 was a flop, and its long list of mistakes could make a case study in how _not_ to go about designing a MMO. It seemed to actually go out of the way to be the opposite of what the players wanted in at least two dozen aspects, or at least miss the mark by a mile. Thoroughly clueless game design.
D&D Online was a thoroughly mediocre and uninspired game, which again managed to miss the mark of everything that most players want in a game. Not even a case of trying to innovate and happening to get it wrong, but just getting it wrong with
A polar bear is a cartesian bear after a coordinate transform.
Novice's "enlightenment" in this case included the realization that Master was a total dick.
SJW: Someone who has run out of real oppression, and has to fake it.