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The Future of MMOs

IGN has some interesting coverage of a panel at GDC 2008 that featured some of the top names in the MMO world who got together to discuss the future of the genre. "On hand were Jack Emmert of Cryptic Studios, Mark Miller of NCSoft, Min Kim of Nexon and Rob Pardo of Blizzard Entertainment. MMO newbie Ray Muzyka was also on hand to share his thoughts as BioWare moves into the MMO arena. [...] The conversation got a lot more heated when the subject of micro-transactions was introduced. This is a popular revenue model in Asia, where the games themselves are free to play but charge a premium for a variety of premium extras, from vanity items to additional content or abilities. It's a model that's working well for Korean developer Nexon but hasn't been adopted by many American developers."

13 of 224 comments (clear)

  1. Let's think before we import by Anonymous Coward · · Score: 5, Funny

    This is a popular revenue model in Asia, where the games themselves are free to play but charge a premium for a variety of premium extras, from vanity items to additional content or abilities. It's a model that's working well for Korean developer Nexon but hasn't been adopted by many American developers.

    Making your games so awesome that people pay for 5 days straight and die from exhaustion is also popular in Korea. Let's not import that, though.

  2. I Hope MMOs All Die by Wandering+Wombat · · Score: 5, Funny

    Because I have a wife, and kids, and a job, and all these MMOs are just lurking around in local stores, threatening to take it all away from me. Fortunately, none have been good enough to get me to play, but someday... someday...

    --
    I like to place meaningful quotes in my sig, so people will know that I know what meaningful quotes are.
    1. Re:I Hope MMOs All Die by superpulpsicle · · Score: 4, Insightful

      Cause they are all too similar. This wizardry medieval theme maybe is getting old.

    2. Re:I Hope MMOs All Die by everphilski · · Score: 4, Insightful

      Yeah, I played Everquest hardcore in college. And when I first got married I still played some. My wife was convinced she'd "fix me" ... but turns out I got her into EQ (I sat her down one night and made her make a character and just said "honey, just try and see what I see when I play the game, then tell me what you think" ... after the evening she was hooked). We played till our first kid was born then laid off it. Now our two kids are older, sleeping through the nights, we play again after the kids are in bed for a few hours (8pm-10pm). It's a fun outlet, and it's cheaper than dinner and a movie once a month (and the damn babysitter, they are so expensive nowadays). The other factor for me at least is I moved 1000 miles away to go to college, and it was a good way to keep in touch with friends. A few of which still play ...

    3. Re:I Hope MMOs All Die by wyewye · · Score: 4, Insightful

      Try some SciFi MMORPG for a change. There are really tons of them out there. Some with notable success, like Eve Online or Anarchy Online. About MMORPG sucking all your life: this is actually not news, everything you do in your entire life requires time management. That includes entertainment. If you fail to manage it, all sorts of really bad results can come, ofc. At the core, the question is: do you really need to be number one? If yes, expect a huge effort to be required if you want to succeed. Oh, unless you are still dreaming that you can reap big rewards with no or close to no efforts at all.

    4. Re:I Hope MMOs All Die by Joe+the+Lesser · · Score: 4, Interesting

      It's not the theme, it's the gameplay.

      I want something that will shake to the core. Something that doesn't feel scripted.

      No more quests from NPCs, no more boring and predictable leveling (ding, new skill!), no designed 'tanks' and 'healers'. I'm not sure exactly what I want, but I'm bored of the gameplay. I want more chaos, combats that require realtime strategizing and role changes during the flow.

      I would also like improved customization. It's impossible to be unique in these games. Sad that they work so hard on graphics and then you choose from faces 1-8, and all wear the same armor. Make me feel special. I want to design my own emotes, and design my own abilities.

      Just some crazy ramblings though...I ain't expecting anything.

      --
      "I only speak the truth"
      Karma: null(Mostly affected by an unassigned variable)
    5. Re:I Hope MMOs All Die by 19thNervousBreakdown · · Score: 4, Funny

      Yes, but you can gank cell R19, take all its stuff, then call it a faggot.

      That's good times.

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    6. Re:I Hope MMOs All Die by jollyreaper · · Score: 4, Interesting

      Because I have a wife, and kids, and a job, and all these MMOs are just lurking around in local stores, threatening to take it all away from me. Fortunately, none have been good enough to get me to play, but someday... someday... Don't worry, the very game model requires they end up being crap. That being said, reality is catching up to scifi. Back when Trek and Red Dwarf featured VR games that left people as zoned out pixel junkies, I thought the drug metaphor was a little hard to reach because gaming required a computer or a console and television. That implied a house. You lose your job and can't pay the electric bill, that breaks the cycle of addiction. But with wifi technology and portable computing getting so powerful, it really is plausible to imagine homeless bums sitting under overpasses, logged into the game world. With a game like EVE Online, you can pay your monthly access fee by buying time cards from other players with in-game gold. When the panhandler comes up to you at the traffic light, he'll be wanting to know if he can bum a charge off of you instead of a smoke or spare change.

      It's all kind of trippy when you think about it. Lovecraft's dreamers were among the literary firsts, people who were unassuming and mundane in real life but fantastically respected and powerful in a separate world. That could be seen as an extension of the literary world where some authors were hugely famous and respected but only within very small circles of admirers. Cyberpunk liked to take that idea further with the idea that online personas were as famous and powerful as super-heroes and yet could be stuck working as pizza deliverators and living out of converted storage units.

      If one pushes the whole idea of cyberspace to a semi-plausible future, say 50 years out, so much human interaction would be virtual, and not just via telephone or using what's basically a chat client with a game attached like Warcraft. Falling back into fiction tropes, you could have someone as powerful as any mob figure or revolutionary or super-criminal conducting all his business as a digital avatar. When it comes to mobsters, the best way to make certain competition is dealt with properly is a hit. But how do you assassinate someone you've never even seen? Faerie tales like to talk about knowing someone's true name as being power, there's also the idea of the magic talisman that is the key to a monster or wizard's power and thus his ruin. Well, you'll end up having a real world comparison of that here: knowing who that person really is will be true power, knowing where they live means you can also kill them.

      That sort of thought just has me thinking of the sort of cat and mouse game you'd have when bad people with guns try to personally remove one of these metaverse important people. I'm imagining this great online force of nature and information broker being a paraplegic in a nursing home who is living out his life online because the real world is unbearable. The guys with guns hit the nursing home and blow away the guy two rooms down from him, falling for the misdirection. The guy they killed was just playing Warcraft but the one they meant to kill was fucking with the Russian Mob's phishing operation. That would be an awful kind of situation, motionless in a bed and knowing that the bad guys are coming. Let that be a lesson for you, don't play MMO's or the Russians might kill you by mistake.
      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
  3. Micro-Transactions and game balance by orclevegam · · Score: 4, Interesting

    Micro-transactions aren't as popular here because they tend to give an advantage to people with more money. Most American gamers prefer games that emphasize skill and reward players for that, and would tend to be put off if you could simply buy an uber-item and win every time. On the other hand those same individuals wouldn't want to shell out money for only a slight advantage, so you have almost a cache 22, where you need to make the items powerful to get people to buy them, but limit them so that skillful players would still have the advantage of those that merely have a lot of money to spend on the game.
    Personally, my suggestion is to eliminate the grind by allowing players to buy levels. That preserves the skill because at high level they still need to be able to use the character, and there would still be items that must be collected, but eliminates the tedium of grinding and is compelling enough that many people would be willing to pay for it.

    --
    Curiosity was framed, Ignorance killed the cat.
  4. Re:Pay to win, not play by orclevegam · · Score: 4, Insightful

    In a pay to play game like WoW you only have to invest more time in order to be better than others, which is another post all together, but I think is cheaper in the long run. Depends greatly on how much your time is worth. It's one of the reasons that leveling services are able to stay in business, some people value their time much higher than others.
    --
    Curiosity was framed, Ignorance killed the cat.
  5. But wait, there's more! by thanatos_x · · Score: 4, Funny

    You've listed just a few of the current genres in MMOs. I predict in the future you'll take on the role of a denizen of a tough world. Initially you'll barely be able to do the simplest of things, but as you spend time, you'll level them up. Strange and arcane rules will be placed upon you, but as you level up you'll face less and less of the, until you hit the 2nd stage of the game where you rapidly level up abilities, but just as you're about to make use of them and rule the world, a new set of rules is placed upon you, and even tougher bosses appear, many of which you can't directly attack, unless you want agro from the mega boss force. Eventually after years of struggle, you'll slowly get promoted in whatever job you've chosen to level in - but the great thing is that you're almost unlimited in what 'jobs' you want to take, but various characters have aptitude for certain jobs based upon training and the options at character creation.

    Of course they're already predicting that people will complain this is far too similar to 'life' and not want to play it, but that's expected to take a fair amount of time.

    --
    I am not an expert. If I am misled in something, please correct me.
  6. Re:why? by Loke+the+Dog · · Score: 4, Interesting

    I think it would be better if the average wisdom increased, and that requires everyone reaching the highest possible age.

  7. a world that never changes by j1m+5n0w · · Score: 4, Insightful

    I think one of the fundamental problems with MMORPGs is that the world never changes. Cities are never overrun and burned to the ground, quest givers never die (or if they do, they respawn quickly), trees never grow, the seasons never change, even things like weather and time of day are mostly cosmetic and don't impact gameplay much if at all. Monsters always spawn in the same places and if you kill them all, they'll be back in ten minutes. The modern MMORPG, it would seem, was designed with Sisyphus as the target audience.

    A related problem is that too much is abstracted away; players and NPCs don't need to eat, they don't need shelter, items spawn magically in the vendor's shop and money spent disappears into a black hole. Animals spawn, they aren't born in the natural way. Species can't become extinct by killing the last breeding pair. A town does not trade with the outside world, it does not suffer if it is besieged, and there are no famines if the year's harvest is poor. The terrain can't be altered.

    Designing a mmorpg around a realistic world would be much harder than the current crop; it may be too much to ask for a MMORPG to be able to support any of the events of the preceding paragraph, but couldn't the world be at least slightly interactive? Like, maybe we could plant a tree every once in awhile and watch it grow, or maybe the grass could be worn down by the passage of many feet? I've played WOW and I'm currently playing Lord of the Rings Online, and I just don't feel like I'm part of the world. It feels more like an amusement park.

    The questing/leveling/grinding rut is a big problem too, I'm not disagreeing with you there, but it would take a book for me to say what I want to say about that.