Tabula Rasa To Shut Down
NCSoft announced today that it will be closing down Tabula Rasa on February 28th. The sci-fi shooter-flavored MMO struggled for quite some time, despite recent attempts to draw in new players by announcements of new features, price reductions, and using Richard Garriott's trip into space as a promotion. We discussed Garriott's departure from NCSoft a couple weeks ago. This is NCSoft's second failed MMO, and apparently layoffs are in the works. They seem to be making an effort to make the game's last few months as fun as they can for their remaining players, though. "Before we end the service, we'll make Tabula Rasa servers free to play starting on January 10, 2009. We can assure you that through the next couple of months we'll be doing some really fun things in Tabula Rasa, and we plan to make staying on a little longer worth your while."
Wait .. people play MMOs for fun? Why didn't they make it fun earlier? Maybe then it wouldn't be dieing.
This is why you spend 60 bucks on MMO's or other locked down games: just to see it disappear as the company goes under.
From what I read of it and the little I saw it was trying to kinda be a sci-fi World of Warcraft. Ok... But the problem is World of Warcraft is really good. Blizzard really did a lot right in that game, things other games had failed miserably at (like having a very easy, engrossing introduction to the game). So if you are going to try and take on WoW, well you'd better be damn good. They weren't so there you go.
The MMOs other than WoW that seem successful are the ones that try and offer a real different gameplay experience. Something like Eve Online or Warhammer. They aren't trying to be WoW, they have their own idea of what a game should be. Now that may not get you 10 million players, but it can get you a comfortable niche. There are people who don't like WoW's way of doing things. If you make a game for them, you've got a good chance.
While I certainly think a game can compete with WoW, and we will see one at some point that does, it is going to have to be really good, and good out of the gate. WoW does a whole lot right and is generally very polished. So you've got to get all that down. If you don't, well then you are going to have people try your game and say "Eh, WoW was better,' and migrate back. Just changing the theme a bit or adding some bits won't help.
Personally what I want to see is an MMO that is really good that isn't trying to be WoW. I'd really like a more PvP oriented MMO. Warhammer has potential, but right now really lacks polish. I'd like to see an MMO that is as good as WoW, but in a different area. That is going to have a much easier time succeeding than something trying to take on the king.
Its not just spending the money... nor the company collapsing. Disney shut down their free MMO VMK for no apparently good reason except that they seemed to want to generate bad will among their customers. At least NCSoft is trying to "promote good will".
Who wants to donate endless hours in development and management of the game? Who wants to pay for the servers? Who wants to contribute assets to the game: art, animation, story, dialog, etc?
Since the boxed sets are selling for $0.96 USD, they aren't going to recoup a whole lot of cash.
'The tyrant will always find pretext for his tyranny.' - Aesop's Fables
I'm sure other posters will mention Tabula Rasa's bugs, lousy control scheme, poor class balance, etc (typical MMO grievances) but to me the thing that always stood out about TR was its abysmal support for building communities.
Everyone's abuzz about Web 2.0 and "social networking," and somehow the TR devs didn't even see fit to have a Looking For Group feature in the game. The had on-line chat and a Friends list, and that's about it. The thing about massively MULTIPLAYER games is that they are only as good as the people you play with. Sure, a small percentage of MMO players exclusively solo, but for most people, the solo experience is basically a laggy, slightly glitchy single-player game, with extra monotonous grinding. In other words, you get bored of it after a month or two, max, just like any other single player game.
"Players come for the game, but stay for the community." -- I forget who said it, but that sums up most MMOs today. Compared to single-player games, any MMO is mediocre at best. The only reason people will pay $15/month for the MMO is to play with their friends. Tabula Rasa made it very difficult for me to locate people I might want to team with, let alone befriend. There was more incentive to solo than to assemble PUGs.
Suggestion to future MMO designers: Find a way to match up players with other players of similar game-play styles and compatible personalities. No, I'm not talking about in-game romance, just helping people find a good team. Match up Leeroy Jenkins with other Leeroy Jenkins, etc. Stop thinking of the players as an audience looking for "content." They're not. They're looking to hang out with friends and kill monsters.
Student: Is it true that the foundation of the universe is paradox?
Master: Well, yes and no.
I got this game expecting an exciting alien warfare scifi reminiscent of Starship Troopers, that was what the ads sold me.
Once I started playing, though, what I found was that I landed in a planet filled with fantasy-like tribal race, with a "religous" thing about some magic like technology that I had the power to use... it was nothing but a fantasy game sold as a sci-fi one. THAT was the biggest issue with the game, that was what made me cancel the subscription just after 1 week. I even gave it a second chance and despite the few technological structures and mechs that were around, the entire thing still felt like a fantasy game. Heck, I'd go as far as granting the game 90% Fantasy/10%Sci-Fi on a box that spelled 100% neo-apocalyptic, human-alien warfare.
In short, it was like ordering a Burger and getting a Hotdog, may be a good hotdog, but I wanted a frigging burger.
In many MMOs, the quest items are ethereal - you kill stuff and get things, but you never actually have those items on your person - the quest keeps track, and when you get them all, it goes "ding" and you turn it in for a reward. You don't actually tote around 15 horns of some beast, hides, etc.
You haven't played Everquest. The reason the new games don't do this is players are whining retards.
1) "I accidently deleted my quest items/ sold them to a vendor/ dropped them on the ground" wah wah....
2) "Quest items are taking all my backback/bank space, and they're too heavy, and I have to make trips back to town to unload them and I'm not levelling as fast..." wah wah...
The beauty is that there's a good chance you will ask someone lower level to go do your dirty work for you. You'll pay them for the goods, they'll get XP and gold, you'll turn in the quest. Thus, rather than you getting quests from NPCs, you'll get them from PCs. "Damn - that 37th level fighter just came by and offered to pay me a ton of gold to go kill swamp rats, if I bring him the tails. I guess some wizard he knows needs them."
That's how tradeskills ALREADY work. Except the player interaction is funnelled through the 'auction house' system. And it fucks up the game, because selling trade skill items to higher level players tends to be one of the most profitable things you can do. Kill 100 level 5 critters? make a couple silver. Mine 40 units of copper in WoW or farm 40 spiderling silks in Everquest... and you'll make 100x times that or more.
That is far more interesting than going to the tavern master six times in a row, or bouncing from NPC to NPC in town to get and turn in quests. The strength of a MMO is that there are lots of people playing. Make them part of the world, rather than "just another player".
No. Its far less interesting. You always go to the same place and you deal with a spreadsheet interface instead of an NPC or PC.
Everquest, again, started out without an auction house, and resisted adding one for a long time, because they had a thriving player driven auction house, and the games had areas where people were standing around hawking their wares, traders roamed the servers with Want-to-sell and want-to-buy chatter, and honestly... its was very cool.
But too many players wanted the easy route... they wanted a serverwide searchable database, they didn't want to actually travel to the vendor, they didn't want to acutally have to be online at the same time as the vendor... they didn't want to actually have to haggle and trade... they wanted ... well... WoW's spreadsheet system. Sure its more efficient and whatnot.
The only thing close to a living world i've ever played was everquest during the first few expansions. The lack of an auction system, the travel challenges, the wandering high level mobs in newbie areas... it forced players to actually interact.
What killed it? Most player really don't want to interact - it 'slows' them down.