The State of Sci-Fi MMOs
Massively is running a story that looks into the status of the sci-fi MMO genre, and why such games have had a tendency to struggle over the years. Quoting:
"Fantasy alone carries with it assumptions based in our own history, a romanticized version of the middle ages where knights were good guys and smart people with beards could cast spells. Preconceived notions in sci-fi are far less cast in our collective memory. While stories that predict the future are surely as ancient as the myths describing the past, sci-fi itself didn't really ingrain itself into our culture until the 1800s, with H.G. Wells' stories and other writers at the cusp of the Industrial Revolution. ... Compounding the lack of specificity in setting is the tendency of sci-fi games to overwhelm players with skills and rule sets they initially don't understand and eventually don't need."
Enough said.
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It's not just MMOs where sci fi has been somewhat less popular than other genres. It's also true for traditional roll playing games.
I think it's possible that what's going on here is that when people want to play games, they'd rather have it be about something totally out of the realm of possibility, rather than a possible future scenario, which is frequently the goal of sci fi.
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The whole concept of Fantasy is to give power to the weak and nerdy and put them in a milieu that encourages and promotes the behaviors that they so desperately want to express in the real world. But the real world is a harsh critic, and those behaviors (being smart, mostly) are universally reviled.
So the lucky ones discover the Fantasy genre and are rewarded for their behavior with scantily-clad women and a sense of satisfaction from acting chivalrous. It's a self-feeding world. The only necessary thing is a bunch of disaffected nerds.
The problem with sci-fi (or SyFy, if you prefer the modern nomenclature) is that it is designed to tackle difficult moral issues. Unlike Fantasy which is designed to feed the spiritual needs of nerds, SyFy is designed to force them to think. In a sense, fantasy provides an outlet for basal needs, but SyFy provides an outlet for higher-order needs.
Also, since SyFy is based on reality and the possibilities of reality, it is seldom that women are included in the plot solely for the sake of being women. Unlike the damsel in distress role in Fantasy, women in SyFy are neutered and masculinized to appeal to a sense of liberal sexual freedom. Fantasy does not have this limitation and therefore provides ample space for sexual expression for the nerds who take part in it.
It's no wonder that Fantasy MOO games do so much better than SyFy games.
In a game like WoW, you're basically walking or riding a horse around. That limits the distances you have to travel. Even the cities are excusably small when you rationalize for the smaller fantasy "village." With Sci-Fi, the ranges that the map worlds have to cover will become huge to be believable. That's a lot of space to design and populate.
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I believe you meant to comment on the state of super cool and hip SyFy MMO's
The problem with the genre is that often times the Sci-Fi set is too smart for its own good. Take for example the original Star Wars: Galaxies. It had some brilliant character creation and development systems. The concept that you could mix and match from 24 professions to create your character made it very appealing. What happens to it? It didn't have the content it needed to guide a users experience hence it was too hard for people to understand. Then SOE starts a series of neuters that reduce it to a shadow of its former self and any of the redeeming features are removed.
Now this "too hard to play" syndrome is present in the Fantasy genre. UO/DAoC were too hard core for a lot of players who gravitated to Everquest then WoW.
With the exception of EVE I cant think of another Sci-Fi MMO that still has a presence in the MMO space.
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It's simple -- everyone wants to be Cpt. Kirk, and nobody wants to be Ensign Ricky. How many starship captains can one MMO really have?
Alternately, everyone wants to be a Jedi and nobody wants to be a blaster-wielding doofus.
The success of MMOs is about enabling the player to wield ridiculous amounts of power and have obsessive-compulsive levels of control over their character. I do not believe this is an impossible task for a Sci-Fi MMO to achieve, it just hasn't been done really well yet. The Fantasy genre lends itself much more naturally to this type of thing.
Sony ha
Well, first, fantasy MMOs are the "oldest" of the pack. Take a look at the history of MMO games and you'll see a lot of fantasy, but really few SciFi classics. This leads to a certain standard setting: People know what to expect. When you look up and down the fantasy MMO genre, you'll see basically the same games. You get your heavily armored tank, you get your stealthy damage dealer, you get your healer, you get your damage caster... and wherever you look, this distribution holds true.
Look at the SciFi genre and you won't get necessarily the same. You can be as close to the "fantasy trinity" of tank-dd-healer as AO, or as far away from it as EvE. You could stumble into something as alien to the whole MMO concept as Tabula Rasa. Or even a multiplayer FPS game gone MMO like Neocron.
And, as TFA points out, people don't really want to jump into uncharted waters with a game they want to stick with for years.
So my guess why fantasy succeeds where SciFi fails would be that people know what to expect from fantasy MMOs. And, sadly, the majority seems to want to play what they know already. Not good news for those of us that want something new, finally, but I guess that's how it is.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
As Skadet points out above everyone wants to be the really cool character and not a minion. Where in outright fantasy everyone has potential to become something, regular Sci-Fi that doesn't really work.
So what happens? A different type of Sci-Fi.
"Retro Futuristic" sci-fi can work, such as things along the lines of Flash Gordon, or possibly post-apocalyptic sci-fi can work, think slightly more futuristic Mad Max. I could see an MMORPG based on Mad Max working out great, and if you move up event that causes society to collapse a couple of hundred years you've got yourself one heck of a game.
Last but not least, a favorite in retro Sci-Fi: Steampunk. Steampunk is sci-fi that has everything that makes fantasy games great.
Though not exactly fitting into any of the three but fitting squarely in the middle of all of them - I could see an MMORPG based on Skies of Arcadia taking off. Fantasy, Sci-Fi, Steampunk, and Pirate themes all in one game? WIN!
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Let's say a Sci-Fi game and a Fantasy game both have identical game mechanics. What would make the Fantasy outsell the other? Fantasy follows thematic template that involves very simplistic concepts that are easier to grasp. How so? Swords, shining armor, and horses aren't fictional but goblins, orcs, and dragons are. And magic is often elemental; fire, water, etc. So theres But with Sci-Fi everything seems to become inconsistent. One scifi game could be just giant robots, another may be cyberpunk, steampunk, and etc. So maybe Fantasy wins because its much more familiar. Or maybe it wins because Sci-Fi involves too many abstract concepts.
I haven't played Eve or any of the other Sci-Fi MMOs mentioned so I don't know if this has been done before but one answer to Sci-Fi MMOs is to implement something more like Star Control where you don't have a player character, instead, your character is a ship that gets upgraded with better guns, better shields, better engines etc (and your ship would have a crew obviously). And the aim is to destroy the bad guys (i.e. those not friendly to your race), talk to and trade with the good guys (those friendly to your race) and try and form alliances with everyone else. Different areas of space would be declared as space controlled by different races and as the game progresses, the balance changes and control over different bits of space can change hands.
Make this in a Trek MMO where you get to pick a race e.g. Klingon, Romulan, Cardassian, Borg, Ferengi, Human, Vulcan, Andorian or whatever else. Obviously you wouldnt start out in control of a Galaxy class starship but if you play the game and advance, you may be given command of a better ship than the one you started with. And eventually you might get to the Galaxy class.
I think the article is overestimating the reach and historical significance of "fantasy".
While there have been stories of elves, trolls, goblins, wizards and the like for centuries it hasn't been "fantasy". Now I'm not an english/mythology major but from what I remember about western mythology there was very little of said storytelling OUTSIDE of the historical epics which were mostly written around the time they were set. The story of King Arthur, Dragons, swords etc... comes from a time when it wasn't abnormal for someone to run around with a sword. Dragons were still mildly plausible and Wizards and Witches were believed to walk the earth. So while it was at the time debateable whether or not there were witches etc... it wasn't 'fantasy'... it was dodgy news with a dramatic twist.
Furthermore. The assemblage of "Fantasy" as we know it today has pretty much one primary source and one derivative source: Tolkien -> DnD. The Fantasy world which DnD popularized was largely the creation and invention of JRR Tolkien. Before Tolkien the canonization of what a goblin/troll/elf was and how they interacted wasn't nearly so clearly identifiable as we would today describe a fantasy game.
Really "Fantasy" as we recognize it today is all just Fan Fic for JRR Tolkien written less than a century after the original and has very little mythological root in actual western literature and lore.
IANAEM (I Am Not An English Major).
- Gavin
This isn't just about MMORPGs; written literature has a similar issue.
As some have pointed out above, it's far easier to invent a story-framework when you don't have to deal with plausibility.
In our technologically sophisticated world, and especially among gamers, we have a territorial claim on technology and scientific plausibility. We're much more critical of sci-fi, because we feel comfortable judging sci-fi settings. In contrast, fantasy is allowed and expected to exhibit arbitrary rules like magic, and to develop romantic stories involving heroes.
If, in a fantasy setting, I'm jumped by rabid fairies from the Underworld, I can buy it. If they cast eternal drowsiness on me and limit my mobility for 10 seconds... OK that's fine. If, in retaliation, I cast a spell to call down meteoric fire from the sky, that's totally believable (not to mention awesome). Fantasy doesn't invite us to call bullshit.
But if, in a sci-fi setting, I'm attacked by robots, well OK that's plausible. Maybe they're programmed to attack outsiders, I can buy that. They hit me with their laser guns... OK, I can buy that that's possible in the future with advances in battery technology. And I guess I didn't get cut in half because I was wearing special nano-armor that, ummm, absorbs laser light. But in retaliation I cast my hacker-spell and... wait... I smell bullshit.
It's easier as an author to just cut yourself loose from present-day reality. It's far more challenging to write in a future-of-now setting, and deal with the annoyances of the real world's rules and history.
One of the good things about SciFi MMOs is that they come with no baggage, it is quite possible to create a whole setting that is original. As you game and read the missions you get a feel for the world and it settings. Fantasy often comes with a lot of baggage, mostly it must have magic, elves, dwarves etc. So it isn't always open to do new things.
I think one of the reasons SciFi MMOs suffer (besides its general lesser appeal to non-SciFi people) is that range combat is always rather poor. Despite all the progress, it still takes a large amount of bullet/lasers/... to kill anything and the range is very limited. Obviously it is so for game reasons, but one can't help but feel a sense of disappointment.
Tabula Rasa is (was) one of the games that got SciFi right, the long range class worked great at longe range (sniper) and they came up with some new weapons that both worked and made sense (polarity gun and injector). And there were a lot of background story and a plot to boot, it was more than just a mission/kill fest.
Then there are games like Ryzom (mostly fantasy, with some SciFi), which have completely new races and world/creatures which are able to break the fantasy mold of elves etc.
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Every game genre has sucked until there was a brilliant and revolutionary game which paved the way to work around the genre-specific problems, allowing for a flood of games emulating the first success to come out.
Look at the FPS genre on consoles. For years, developers struggled to get the controls correct. Bungie's 'Halo: Combat Evolved' title finally overcame this issue, and nowadays most console FPS games, regardless of which platform they're on, closely mirror the control layout that Bungie set out.
So, what issues does the industry have to overcome before a wave of Sci-Fi MMO's are released? Is it an intuitive 'I know what this is without having to read the manual' setting, a good choice of classes (sci-fi equivalent of healer/fighter/spellcaster), a detailed and fun universe to explore, or something else?
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What this guy seems to want is things to be simple. In an MMORPG. That is possible, just play any asian MMO.
Not all MMO's, typically the western ones, follow that design. Typically, western MMO's have fewer levels, but more happening in a level (skills) and are on the whole slower to play. One free MMO has me AoE a dozen of enemies and killing them with a single skill dropping piles of loot. Of course to pick it all up, you had to buy a piggy with real money or spend ages clicking loot after each 1 key press killing spree.
In for instance Lotro, such enemies are hard to find. For the new rune-keeper and warden classes, such enemies would be nightmare. They are classes that build up their attacks. One shot kills are boring.
The lore-master class has a lot of skills, but many depend on the situation. What enemy, how many, dictates how you play. Not nearly deep enough as far as I am concerned but I am sure way to complex for some.
SWG and the likes didn't fail because they were complex. WoW is complex. They failed because they were so bug ridden only the most devoted fan could tolerate it and then the developers screwed their fans. Funcom and SOE are companies that basically just don't get customer relations. They don't understand that a game is NOT their product. It belongs to the people who bought it and you can't just mess with it. Change it after the sale to attract more customers does NOT work. You upset the people who bought it for what it is and any new customers are going to be scared off even if they are now intrested by the way you treated your existing customers. After all, if they screwed their old customers, why wouldn't they screw their new ones just as hard?
SWG and Age of Conan have showed that you CANNOT just change the game and expect success. SWG has been talked about enough and AoC tried to lower its age rating by getting rid of nudity. Both failed. AoC and SWG are just waiting to die, if in fact AoC hasn't already.
The simple thing an MMO designer must do is this. Ask "WHAT IS MY MARKET".
Is it a simple, "chat with your mates in an internet cafe while clicking away barely paying attention to the action" korean MMO? Is it, "Anybody can play this for half an hour a day, but paying a full monthly fee"? "Hardcore raiders only, anything takes at least a weekend to accomplish an end-content requires a cathater?" "Real life is to earn the monthly fee, this isn't second life, this is your life" style world-sim?
Mix and matching don't work so far. If you satisfy one customer you are sure to upset an other. SWG pleased some, then they changed it. AO was to messy and Eve is doing fine because the developers picked their audience and don't upset them.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
There is one obvious exception: Starcraft.
But EVE is THE best game I've played, MMO or otherwise, since Ultima: Online (and yes, I know that it's STILL around) in terms of a comprehensive and immersive user experience. My EVE main character is about 4 years old (but without 4 years of consecutive gameplay - took two breaks) and my IRL friends and I run a nice little Corp that invents t2 stuff and we're now into reverse-engineering for t3 stuff that came with Apocrypha. It is also singularly awesome in that you get all of your expansions rolled out as part of your subscription, unlike *cough*WoW*cough* some OTHER games.
One of the 187.
They did not talk about Stargate Worlds and that does sound like a cool game.
It takes me about sixty seconds to flip through the monthly flyer from the laughably named "Science Fiction Book Club" and I don't think I've bought ten books from them in the last three years.
By the time I've crossed out all the sword and sorcery crap, all the vampire and zombie crap, all the TV and movie spinoffs, all the $30 comic books, oops, "graphic novels", and all the reprints of SF from decades ago, there are usually less than five new SF books a month to choose from.
I see exactly the same thing in my library and in bookstores. For the love of Pete, can't we separate out all the fantasy/gothic stuff so SF readers can more easily find what we want to find?
I wonder if the article is a bit wrong. Sure there have been some high profile scifi failures but there have also been a lot of fantasy mmorpgs that failed.
There actually are a fair number of scifi-themed mmorpgs out there. They aren't as successful as WoW but they are still around. I've never played any of these (I've never played WoW either) but someone is still playing Anarchy Online, Eve Online, Star Wars:Galaxies, the Matrix Online, and Planetside. They are all still around so they must not be losing too much money.
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Ugh... just ugh... let's see, I'll tweak that a bit:
Actually, "What's New" did a good comic strip on this years ago, Differences between Medieval and Science Fiction RPGs.
Here's the truth, Fantasy is so dominated by one single author that it's easy to see how almost all commercial Fantasy follows one single vision, the vision of J. R. R. Tolkein. Fantasy series aren't based on the Middle Ages, they are based on Middle Earth.
If you'd like to see an RPG that is more based on the Middle Ages, try Ars Magica. Elves aren't tall, pointy eared, immortal people in that game, they are terrifying magical creatures.
It's not like we aren't aware of all the possibilities of Fantasy, here are some Fantasy series that have made great inroads into popular culture:
1. Conan the Barbarian: This is not set in medieval times, and there are no Elves, Orcs, or Dwarves in it.
2. The Indiana Jones Series: Well, excepting "Crystal Skull" (ugnnhh). Fantasy series set in the 1930's.
3. The Chronicles of Narnia: Ok, it's got the medieval period and the dwarves. It also has a ton of talking animals.
4. Harry Freakin' Potter: No Text
5. Anne Rices Vampire Series.... (Ok, I know, that's Horror... except it's Fantasy Horror... different than Science Fiction Horror like Alien)
That's not even taking into account Fantasy Science Fiction hybrids, like the Cthulhu Mythos, Star Wars, and Others.
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Go a bit farther and you begin to wonder what the purpose of humans even is? I'm reminded of some of the fights between drones or epic space battles in Bank's Culture universe- they take place in millisconds. Human reaction times are simply too slow.
So why not go back to the steampunk era? Computers are big wheezing things, robots clank and hiss and a gatling gun is high tech. Something like the Thief universe would make a really nice MMO, or New Crobuzon from China Mieville's works. You get magic with both of those too so folks from both sides of the tracks could play. I'd love to play in either
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Seems to me doing a Fallout Online would be pretty easy to do.
Sci-Fi doesn't have to be all spaceships and aliens, those that would defiantly be fun also.
You could even model the same ideas out of WOW. Races? Pick and alien, make them have various abilities. Gear? Ship upgrades, dur. Dungeons? Preset wars or engagements. Guilds could function much the same... perhaps give ability to buy capital ships or support ships for engagements.
Anyway like most things Sci-fi all it takes is some imagination.
Oh and as to having to back stuff up with science, that's BS, it never stopped Star Trek. Just invent a crazy sounding names. "We need to adjust the warp flux with this here hydrospanner or the temporal gradient of the tachyon field will destabilize and lead to a thaten overload". nuff' said.
Clarke's laws (wiki) illustrate the problem with deploying a sufficiently meaty Sci-Fi MMO. Once you develop a combat system that has an interesting level of depth to it, it becomes indistinguishable from a fantasy system. The graphics and the names change. In the end, you still have DPS, Tanks, Healers/Repair and crafters (or a loot system) that support all of their efforts to establish domination as a player/guild/alliance.
Check out StarQuest Online. The graphics aren't great and the UI is a "son of a bitch" until you get the hang of it. The game is pretty fun though and has a lot of potential. It also has the benefit of being *released* whereas most of the sci-fi MMOs that people are excited about are still in development. http://www.castlethornsoftware.com/indexsqo.html
I use Windows... like a two dollar wh.. why don't I just go ahead and not finish that sentence.
Yes but really the point of the article was that there were no Sci-Fi MMOs called World of Warcraft.
Really there is only one major player and that WOW. With some smaller successes still running like Guild Wars. And a few ancients still around. But the real money maker is World of Warcraft. And since it's fantasy the author jumped to the conclusion that since the only success currently seems to be WOW-- Therefore Fantasy MMOs are more successful.
Funcom's Secret World is looking to solve some of these exact problems with current MMO's
http://www.jumpgateevolution.com/
And less since it will probably never come out just like Project Offset.
http://www.infinity-universe.com/Infinity/index.php
I suspect one of the difficulties in Sci-Fi is that it has a different if not difficult set of rules to "suspend belief". Many can accept the guy in funny colored cloth robes and the pointy hat can shoot a fireball by pointing his had and babbling some stuff. Its a bit harder to explain why a purple alien "Sirsac VI" can shoot a fireball because because none of that is expected. There is no "folklore" level of understand and people will demand a bit more detail before they "suspend their belief". And for whatever reason, Sci-Fi settings seem to demand more "order" and nitty gritty details.
The real world technical side hasn't been a help either. A lot of the "quirks" we currently face in MMOs can be glossed over by a vainer of Fantasy magic but are a bit harder to explain away. In particular ranged attacks are still tricky although better than it used to be. A Wizard can throw a fireball at a running target and still hit it. The purple alien from Sirsac VI is going to have to explain why their lasers are curving towards their target because again, this isn't expected.
First and foremost, producers need to make a solid MMO. Forget the setting and such if it doesn't scale well or the interactions become tricky then it won't do well regardless if it is Fantasy or Sci-Fi themed. There have been a number of "failed" Sci-fi MMOs that failed to be good games first that just happen to have Sci-Fi backdrops.
I think the tricky thing is to nail down a definition of SciFi. Then, to design a SciFi game that will please the vast majority of players, and/or get them to migrate to a new MMO from one they may already be playing. First of all, SciFi can range from anything from futuristic space settings, like Star Trek or Star Wars, down to something that is remotely technological. Batman could loosely be defined as SciFi because of all his bat-gadgets. Let's assume a it's the former, that the MMO has a futuristic space setting. Okay. Now, is the game going to be featured around space battles? or, interplanetary trading? or, space exploration? or, technological advancement strategy? All of the above? If you have something that doesn't contain enough of these options, you are going to rule out some players who aren't getting what they want. If you have too many or all of these options, are players going to find the game too confusing or cumbersome? I think it might be difficult to find a good balance. Maybe they'll just settle for a good ol' fashioned killing and looting D&D style game (Is anyone out there going to create Munchkin Online?). Also, both RPGs and MMOs both have origins in the realms of fantasy. Comparing MMOs to the pencil-paper-dice RPGs, you will still find much more fantasy genre games and less sci-fi. You could do the same comparison to other genres. Why aren't there more western MMOs or gangster MMOs? Or, it could be that an MMO just isn't quite right for format for a SciFi game. Instead of Massive-Multiplayer, maybe it would work better in limited-parties. I think one person's comment was about too many Cap'n Kirks and not enough Ensign Smiths. But, if you had the small crew of the Firefly as opposed to the entire star fleet academy of the Enterprise, maybe it would work better.
Urban Legions
Regardless of either Genre, the state of MMOs is in turmoil due to one main factor. Somewhere along the road of this great invention we call online gaming, someone decided that it was En Vogue to be a complete jerkoff to total strangers. As soon as its not cool to be a dick to the neighbor you haven't even met yet, MMO's will become fun again, for this gamer at least.
Complex is a relative term. There are simpler MMO's out there.
For that matter, while I never got into WoW enough, at later levels especially if you raid, there is a lot to consider. It ain't just "walk around spamming the same attack over and over while gaining dozens of levels in an evening".
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.