Academics Speak On 'Life After World Of Warcraft'
simoniker writes "Are MMO populations 'tribal', and if so, what's the next tribal shift after World of Warcraft? At Gamasutra, academics including MIT's Henry Jenkins and Ludium's Edward Castronova discuss what's next for the MMO market, based on their research and play patterns. Jenkins states that WoW is getting _too_ much analysis from researchers right now: 'WoW deserves attention because it has so captured the imagination of gamers over the past few years. That said, I don't think it is healthy for the field of games studies, which is still emerging, to be so fixated on a single game franchise — no matter what the franchise. A few years ago, it might have been The Sims or GTA, now it's WoW.'" For more on this topic MMOG industry veteran Gordon Walton spoke on this topic last week at GDC Austin, and notes from that event are also available at Gamasutra.
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That's until some lonely single guy sees a female night elf and begins imagining things.
Maybe I'm just being cynical, but at this point I suspect WoW will continue to dominate until Blizzard creates WoW2. It's so far ahead of all the other MMORPGs on the market that I don't see anyone being able to displace it.
You are reading a copy of my copyrighted post.
"At Gamasutra, academics including MIT's Henry Jenkins and Ludium's Edward Castronova"
Hennnnry JEEEEENKINS!
If I see one more franchise going "MMO" to try to get a bite of the WoW pie, I think I'm going to puke. After playing WoW for five months, grinding to 60 and grinding on "end game" content, I've come to the conclusion that offline games (i.e. games with ENDINGS) are actually a much more rewarding expenditure of time.
Practically every MMO out there is either a glorified chat room, or a grindfest-turned-second-career because it want's to be WoW without being WoW and all it succeeds in doing is becoming one more WoW or EQ clone and even the most ardent fanboys would have a hard time saying otherwise. The guys doing Warhammer Online claim that even WoW was largely a ripoff of DAoC, and popular though it was, DAoC was not a super smash hit like WoW.
There's nothing earth shattering about WoW except being in the right place at the right time. It's moronic to speculate on what the next big thing is because it's as likely to be random dumb luck as anything else.
No other MMORPG has captured the audience that WoW has. This alone is a reason to study this MMORPG over all others.
As for upcoming MMORPG's, none of them will command the attention that WoW has. If Lord of the Rings Online couldn't make a dent in WoW, especially given the long, great history of the Tolkien Universe, what chance does any other MMORPG have?
Warhammer might have a chance to top some of the other MMORPG's like EQ, Eve, AO, etc... But that is only because they copied a lot of the aspects of WoW and present a very similar style of game and universe. Don't believe me, look at the goblins in both games. It's like looking at cousins.....
So yes, WoW deserves to be studied to understand how they could capture and maintain an audience many times over any of the previous MMORPG's.
RTFG - Read The F#$%ing Google!
The introduction of the Wii morphs the gamespace possibilities, as do all platform consoles.
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I foresee a day when WoW is replaced by games where you yourself perform the actions of your character, using Wii-mote and nunchuck, to hack slash and parry your way through the world, or use the Wii-mote as a wand.
When? Probably next gen. So, I would say look for 2009, when the successor to the Wii comes out.
[caveat - I went to SFU at one point so I'm biased
-- Tigger warning: This post may contain tiggers! --
Well, I certainly see your point, but the cynic in me says that we've thought this before... and we were wrong.
When Origin invented the genre, they were literally the only player in town. They were so far ahead the other MMOs, that the others were just getting started trying to copy it. Even if you consider MUDs to be essentially the same genre, the difference between UO and your average text-based MUD, if nothing else in terms of number of players, was larger than between WoW and Anarchy Online nowadays.
Other people who arguably invented a genre, or made it mainstream, are still the Gods of Gaming in that genre. E.g., Id and FPS. You'd expect Origin to share that fate, wouldn't you?
You'd think nothing could possibly dethrone UO at that point, until Origin creates UO2, right? Well, we already know how that went.
Then came Everquest, and it was so popular it became synonim with MMOs. You didn't talk, say, about people losing their job and wife to MMOs, you instinctively spoke of them losing that to Everquest. It's also the game which caused the deluge of me-too MMOs. It was such a money-printing license, everyone wanted a piece of that market.
Worse yet, along came a long period of stagnation, and most new MMOs just managed to steal some of someone else's players, only to have them stolen by someone else in 6 months. It looked like there were a total of about 1 million MMO players total... and EQ owned slightly more than half of them.
Once you factored in their other games too, Sony _owned_ the MMO market.
Surely one would have thought nothing will challenge that until their own EQ2 came out, right? Well, wrong, actually. EQ2 peaked a lot lower than what EQ still had, never mind its former peak. It _still_ has less players than the old Everquest. (Not saying it's necessarily a bad game, as that's something highly subjective, just that subscription-wise it failed to be the block-buster everyone expected.)
Instead there came this WoW noone really expected that much of. What people wanted from Blizzard was Starcraft 2 or maybe Diablo 3, not a MMO. They hadn't proved that they know their elbow from their arse in the MMO arena yet. They had the Warcraft franchise and name recognition, but an unrelated franchise name only carries you so far: see TSO which flopped in spite of the The Sims franchise which had outsold all 3 Warcraft games _combined_.
Not only it handed Sony its arse at its own game, it managed something that noone else had managed in years: it actually enlarged the western MMO market. About 10 times.
So now we think the same all over again. "Man, nothing's going to displace WoW until they launch WoW2." I dunno, we've been wrong about that at least twice before. (Or more than twice if we're talking about sequel surpassing their original. AC2 bombed so badly that it was shut down, for example. Essentially that sequel moved the AC franchise from being the second most successful MMO to being nobody.)
Before anyone accuses me of wishing that WoW fails or anything, note that I'm not against any of the games I've mentioned here. I actually liked WoW, though nowadays I'm playing COH yet again. I can see why WoW was successful. In this highly subjective taste matter, they sure managed to give the larger market segment, the casual gamers and off-line Oblivion-type gamers, more of what they wanted in a game. They "deserve" their current position. I'm just saying that noone, Blizzard included, has a certificate of ownership of the market. They all "rent" the #1 spot for a while. They can fall like everyone else, eventually.
In fact, I'm sorta surprised that WoW hasn't fallen back yet. Again, I don't wish it or anything, but it's not like they have a patent on what made WoW successful. Everyone else is free to copy the elements that made it sell well. It's just that everyone else seems to be surprisingly slow to understand it. Oh, they've tried to copy bits and pieces of WoW, but they just can't seem to understand _what_ they copy. It's... a bit like watching a clock maker try to copy random individual cogs from a competitor's clock, without understanding what they copy or the larger scheme of the mechanism in which it must fit in.
But eventually it's bound to happen.
A polar bear is a cartesian bear after a coordinate transform.
I dunno, it seems like a rather circular statement about the "emerging" field of games studies: "I don't think it is healthy for the field of games studies, which is still emerging, to be so fixated on a single game franchise -- no matter what the franchise. A few years ago, it might have been The Sims or GTA, now it's WoW"
Doesn't 'emerging' seem to suggest that there is going to be a rather narrow sample size, to begin with? And I don't really fault researchers focusing on WoW; I mean yes, they could grab whatever game is on the shelf, but you have no idea if it's going to be another WoW or if it's going to be Vangers (look it up). I would imagine that anyone in this 'emerging' field would want their results to be reasonably relevant, interesting, and applicable to as broad a field as possible.
Right now, there's really only one game that hits that mark, and that's WoW.
For those researchers who are looking for other interesting fields of study in this area, I would make some other suggestions.
Look at http://www.mmogchart.com/:
- The Matrix Online, Asheron's Call, Anarchy Online all have very interesting player number curves. Why?
- WW2OL has fewer subscribers than most of the 'big name' games and quite a few of the middling ones, yet it seems to be surviving where others are shutting down. Why?
- Runescape - real MMOG or webgame? Is the distinction important?
- These various games have a host of pay/play models, what's working, what isn't?
- MMOGs are in a way the descendants of online mass flight sims - Warbirds, etc. How do flight sim pay/play models compare? User numbers and retention?
-Styopa
Actually, given the $120 million dollars WoW is pulling in each month, and the number of competitors out there trying to create the next great game, hiring a person who has made it their goal of understanding the psychological, social, and economic drives inside the game, and the same factors outside the game, should be a very high priority.
I was following a game a few months ago. Solid looking graphics and network engine, decent sounding game engine. It looked like it had some great potential and they had a multi-million dollar budget. But they had absolutely no knowledge about handling their community or managing a MMO, and the whole thing crashed and burned a horrible death. They hired a fan from the forums to become their community rep. Nothing like taking a kid with nothing more than a high school degree and put him in charge of distributing knowledge to packs of rabid fans.
Had they brought in people with experience in managing MMOs, and people with an understanding of the underlying factors, they would have likely done much better.
-Rick
"Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
...my eyes saw "MIT's Henry Jenkins", but my mind read "MIT's Leroy Jenkins".
"Glory is fleeting, but obscurity is forever." - Napoleon Bonaparte
Your 2-line complaint is based on such a deep confusion, that I need to answer at length.
First, game studies is not the same thing as a major program in videogame studies. Most of the academics involved in game studies have other home disciplines, whether anthropology, film studies, communications, computer science, sociology, comparative literature, economics, or what have you. Talking about the over-focus on one game or another is a top-level discussion among researchers across disciplines, not a question of what to be teaching undergraduates. Research fields are not the same as undergrad programs.
Second, I can imagine at some point there actually being an undergrad program in game studies. I know that there are minor programs. Like English or other degrees that don't seem to have immediate relevance, they are usually made far more relevant when mixed with a different graduate degree. An undergrad in game studies who then goes to law school might work on game-related policy, censorship issues, game-dev labor disputes, etc. Another one who then goes to business school might work on game-dev management issues, etc. Another might get an MFA or a CS MS and working on design or programming issues at a high level.
Games are significant. We're now seeing in adulthood people who grew up with them as their primary entertainment activity. Digital games structure thought, attention and activity differently than any other media before them. They merit study.
-Warcraft was very much like all of the rest of the genre.-
What? The original Warcraft was ground breaking. There was nothing else like it when it first came out.
-Guns kill people like spoons made Rosie O'Donnell fat-