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Are MMOs Time-Release Vaporware?

KKnDz0r writes "Australian technology and gaming site 'Atomic' raises an interesting question about the dangers of MMOs that go bust. Are they part of a new breed of games that render themselves completely useless and without value if the parent company goes belly-up? It certainly seems that way in some cases, with Fury and now Hellgate: London both going to software heaven, leaving a player base holding relatively useless client software." While it's certainly not an issue for the large, continuously successful MMOs, we've lately seen a huge influx of companies trying to grab a slice of the MMO pie, some of which will inevitably fail. It would be great to see a dying company at least open up the server software, but how can we give them incentive to do so?

15 of 193 comments (clear)

  1. An Impossible Expectation by Revotron · · Score: 4, Insightful

    When World of Warcraft bites the dust, you'll have a whole hell of a lot of people with 10gigs of data on their drives that does seemingly nothing. Thankfully, when that happens, it's a simple matter for the 11-million-some subscribers to switch over to a private server.

    However, for fans of smaller, less popular MMOs, they're essentially screwed if their provider shuts down and nobody's reverse-engineered the server software.

    I think it would be a good publicity stunt for the software companies if, when they shut down an MMO, they release the server software for private use. They don't necessarily have to open-source it since their own proprietary code might be re-used in future projects, but if they at least gave the die-hard fans a way to keep enjoying the game, they could build up an even more loyal following rather quickly.

    1. Re:An Impossible Expectation by Anonymous Coward · · Score: 1, Insightful

      When World of Warcraft bites the dust, you'll have a whole hell of a lot of people with 10gigs of data on their drives that does seemingly nothing.

      By the time WoW dies, its players will have moved on to better MMOs. The last few holdouts can play together if they want, but it's more likely that they'll outgrow their obsession and find a new form of entertainment.

      This article is not about WoW. It's about MMOs that might be really fun but not profitable enough to run for very long. In those cases, there is a real risk of entertainment value being lost because of a premature server shutdown.

      I doubt that releasing the server software would help anyone very much. The user base would naturally dwindle, cheating would become commonplace, and latency would suck. Even die-hard fans would give up and play something else.

    2. Re:An Impossible Expectation by murdocj · · Score: 4, Insightful

      WOW is a great game.... When it's free. For $15 a month it's a complete ripoff.

      Utter bullshit. For $15/month WoW is probably the greatest entertainment bargain on the planet. Let's see... $15 gets you 2 movie tickets. Or a cheap dinner. Or you could rent a couple of videos. Any of which last a couple of hours.

      Or it gets you a month of fun with friends. As much time as you care to spend online. Yeah, if you don't like the game, it isn't worth, but if you think is a "great game" then it's truly a bargain.

    3. Re:An Impossible Expectation by fractoid · · Score: 2, Insightful

      Well, maybe you're different from me, but to me, the ultimate measure of worth of ANYTHING you do is mostly based on how it affects other people. Hell, I can cook the best pasta bake EVER, and maybe I'd feel good about eating it myself, but it's worth far more to me if my wife thinks it's delicious than if it's just me that does.

      As for "thousands of solo quests", all quests I've seen in WoW fall into a very few basic categories. I reckon there are about 3 quests in all of vanilla WoW: "Kill X of Y", "Get me X of Y item [from mob Z]", "Go talk to X [and give them Y]". 99% of single-player WoW is monotonous as all hell - it's the people you play with that make it worthwhile.

      It's interesting that you seem to equate valuing the community within you exist with being a hardcore MMO player. And it's the community that's real whether you're talking dragonslaying, Perl programming, rock-climbing, anything. What makes you think that anything at all has "worth, note or merit" beyond common consensus or individual valuation?

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  2. Re:first? by MobileTatsu-NJG · · Score: 4, Insightful

    mmos are pointless imso (s=superior). but i dont really like pc games anways.

    Not liking PC games kinda sucks the 's' out of your opinion.

    --

    "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  3. greedy companies vs nice companies by omfglearntoplay · · Score: 1, Insightful

    To me, it's all about how evil a company is. There is obviously no benefit to them hoarding information unless they are really going to reuse it somewhere else. Just give it up, and maybe you can at least still see people enjoy your game even if you had to move on to a new job. Why not?!

    I see a lot of gaming companies trying to DRM their stuff. As much as i like halflife 2, portal, and team fortress 2... i just have that feeling that one day they aren't going to have steam and my games wont work anymore.

    1. Re:greedy companies vs nice companies by Anonymous Coward · · Score: 2, Insightful

      It's not that simple, I've been trying to get the source code to the game hardwar, but without knowing who the copyrights belong to it would be illegal for the CEO of the old company (who lives 30 minutes away from me) to give it to me. In fact if the owner showed up and he had GPL'd or handed out the code he could be taken to court.

      The law firm that sold the assets of the company knows but they want £250 to look through their records and find out the information.

      You also have to realise that not all code in owned by the company, there could be code from different games companies, libraries such as Havok, etc which makes open sourcing the game difficult.

      I think how evil the company is has nothing to do with it at all.

      With that being said you should contact and get in there quick before it hits the copyright blackhole (ownerless because no one knows who owns it). This happens to a lot of game source code.

  4. We'll see that a lot more now by Opportunist · · Score: 4, Insightful

    The development of MMOs shows that we'll soon see this happen a lot more often.

    MMOs have turned into the love child of VCs. They see the success of WoW, see what kind of a huge cash cow it is, and of course they want a slice of that cake. We will see a lot of MMOs pop up left and right in the near future. Actually, we do already see that happen.

    Now, early MMOs were mostly a kind of game for a rather small audience, and they were developed as such. EQ, UO, let's not talk about Meridian, they didn't really expect millions of subscribers. And because of this, they aimed lower and already considered the game successful if it managed to break even, which, in turn, wasn't so terribly hard to do with lower expectations (from the players), lower cost of development and the "new kinda game" smell all over it, covering the stench of tedium.

    We're now in a post-WoW world. And players have seen it. Love it or hate it, WoW is, from a purely playability and long term interest point of view, very successful. The world is big. The graphics are nice. The quests are easy but managable. Boring from time to time, but never as boring as many others were in so many other MMOs. And most of all, the game is very open end. You can't have it all. Even if you play constantly, have no life outside of it.

    Now try to recreate that. Your problem, as a developer, is twofold. Your prospective players will judge you by the "fun" they have in WoW. Your VCs will judge you by the revenue of WoW.

    Can you compete with that?

    To make matters worse, you have to be different from all those hundreds if not thousands of other MMOs that are pumped into the market. So you have to be "new" in some way. Do you think EQ could even get a foot into the door today? Let's even give it up to date graphics, do you think it could? By today's standards it's boring, it's static, it's limited.

    So the bar gets higher and higher for new MMOs. The cost rises as well. VCs want their money back. And the share you can cut out of the cake gets smaller and smaller with more and more competition.

    So we'll see a fair lot of "small" MMOs fold. Often within their first year. We'll have to watch subscriber numbers closer, and be prepared to jump ship in time when we notice the game fails. I mean, who wants to "waste" his time building a character that's gone soon?

    Which bears the question, why don't we just play to have fun? I mean, like we used to? Aren't games meant to be, you know, fun?

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  5. Why single out MMOS? by Yaur · · Score: 2, Insightful

    isn't this a problem with the whole SaaS concept? At least with a game you don't lose anything that has "real" value.

  6. Re:Incentive? by Bieeanda · · Score: 3, Insightful
    What you're describing is an issue of distribution-- the developer can't help it if the publisher insists on doling out regional rights, or throws other obstacles in the way of players looking to get into the game.

    World of Warcraft is not something to be seriously competed against-- its multi-million subscriber base is a gigantic anomaly, in an industry where 250,000 subscribers is still a prodigious number. Buy-in for end-users is low enough that you can have simultaneously active subs on several games for under $50 USD per month, which is less than a lot of people pay for TV.

    And while I don't care for Stormreach either, it certainly hasn't failed yet. Failures are actually extremely rare in the industry-- a bad game can last a very long time, if the publisher is determined to squeeze every dime they can out of the last few tens of thousands of subscribers that haven't moved on to something else. Even games that have failed spectacularly out of the gate (Anarchy Online, Age of Conan, or Vanguard, for example) can limp along for years, or rally behind tightened code and newly released expansion material.

  7. Re:Incentive? by cgenman · · Score: 5, Insightful

    I never understood paying for MMO software. So you pay 50 dollars, for the priviledge of paying 15 dollars a month?

    Pick one way of charging, and stick with it. Either lower the barrier to entry and only have monthly fees, or lower the abandonment rate and only have up-front fees. But don't double dip.

    *Note: I have played several MMO's at various points in my life.

  8. Re:what's the point? by fractoid · · Score: 3, Insightful

    Sturgeon's Law applies to MMO players as strongly as it does anything else. 11 million players still means there are over 9 million crappy players.

    And despite the moaning of everyone about WoW's playerbase, one of its biggest strengths is the fact that so many people play. MMOs benifit (or suffer) from extremely strong network effects. Try playing WoW on a very low-pop server, it's horrible unless all you want to do is solo quest. Switch to a high-pop server and the world comes so much more alive. Now if only they'd increase the server populations a little more... 2.5 - 3k concurrent at peak is only just starting to fill the world up.

    --
    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  9. Unclear on the concept. by DaveV1.0 · · Score: 2, Insightful

    One goes out and buys specialized client software to access a service. One pays a monthly fee for the service. One uses the software to access the service. The service goes away. The software has no more use.

    Where is the poblem? Go out and buy the client software for some other service if you really want that service.

    Here, let me give you a real world comparison.

    One goes out and buys a membership card to an exclusive club which allows entry without paying a cover charge. One pays a monthly fee to maintain one's membership. The club closes. The card no long has a use.

    Here, have another:

    One goes out and buys a membership card to gym which allows entry without paying a fee every time one wants to work out. One pays a monthly fee to maintain one's membership. The club closes. The card no long has a use.

    Exactly what is it people are complaining about? Is it that the specialized client software they "bought" doesn't work with every other MMORPG? Or, are they just whining that they can't play the game anymore? I ask because the game is not the client. The game is the service run by the company. No company, no service, no game.

    Should people who paid for a CompuServe client and subscription bitch and moan because they now can't use the software they bought?

    To anyone who is whining about not being able to use the client for that MMORPG that folded, pay attention:

    You bought software and got use out of it. You used it for what it was intended. You played the game. You had fun. But the company didn't make enough money to stay in business and now the game is over. The end. You were not cheated. They did nothing wrong. These things happen. Grow up, get over it, and get a life.

    --
    There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
  10. Owners of Dead Tech by WED+Fan · · Score: 3, Insightful

    That's easy. Buy the code from them. If it's not already owned by a parent company,

    Usually it is owned and so mired in ownership issues that is would be useless if the "owner" wanted to release it.

    I worked for a...da da daaaaaa...DOT COM and between EDS, who had an agreement with us, Washington Mutual, who was acting as our white label credit department, and venture capitalists in South Korea and Europe, our technology was so tied up in who actually owned it, no one could even claim the authority to shut down the web site. The company is gone, but the web site is still active hasn't been updated since 2001, and the host is still being paid by some financial shell organization who has received instructions to do otherwise. Why, because noone has clear legal authority to do so.

    Now, can you imagine what happens to the servers and code of companies that go belly up and why most can't, even if they wanted to, open up the system, or at least provide a free license to operate servers without them?

    --
    Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly and applying the wrong fix.
  11. The game has plenty of appeal by SmallFurryCreature · · Score: 2, Insightful

    They sold close to a million copies and PLENTY of people gave the game a try.

    The problem was that they listened to you.

    They did release AO2.

    They just didn't copy the sci-fi setting but the horrible launch.

    AoC for those who been there for AO know they AOC really stand for Anarchy Online Continued.

    Dark&Light still holds the #1 spot in bad MMO launches, and Vanguard is a strong number 2, but AoC sure as hell gave both a run for their money. And Funcom sure as hell ain't a SOE who can survive with a dozen games all performing mediocre.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.