How The Matrix Online Went Wrong
As the July 31st deadline for The Matrix Online's closure looms, Gamer Limit is running a story discussing the game's shortcomings, as well as some of the decisions that led to its failure. Quoting:
"I honestly thought the writers must have absolutely hated the remaining cast of The Matrix Trilogy or something, because they constantly seemed to go out of their way to phase out existing characters in favor of newer ones. The cast overall basically made me, as a player, feel distant from the main storyline and made the entire game feel like a Matrix side story instead of the continuation it was meant to be. ... When MxO first launched there was an entire team dedicated to playing the game as Agents and other key characters as a means to further in-game events and directly interact with players, giving players the feeling that they truly were making a difference. After the SOE buyout of the game the LESIG team was reduced to playing minor characters before eventually being phased out and replaced with a Live Event Team (LET) comprised purely of volunteers."
Honestly, who cares?
I honestly thought the writers must have absolutely hated the remaining cast of The Matrix Trilogy or something
Editors, please correct this. Everyone knows that there was only 1 Matrix movie.
1. Not being World of Warcraft.
2. There is no two.
erroneous: look me up in a dictionary
I noticed that when I tried to come up with a "Matrix RP" idea. It was easy to write the rules (you could easily adjust GURPS to encompany some of the Matrix specials, stack it on GURPS Martial-Arts and you're set). It was insanely hard to come up with good ideas for stories. Basically:
What the heck are we doing here?
Let's face it. The Matrix is no place to hang out. There's no good reason to go in except two:
1. Find "The One".
2. Meet the Oracle.
That's it. Any fight, anything you could accomplish, anything at all is meaning- and pointless. It's insanely dangerous (not only can you get killed inside, your body is a sitting duck outside while you're in) and there's nothing sensible to do.
Now, I never played MxO, to be honest. Mostly because I couldn't imagine what I should "do" or "accomplish" in the game. Beat up Agents? What for? Level buildings? Not only are they virtual, but they're even virtual in the virtual world.
Essentially, I think I would have felt like playing someone playing an MMO. And playing it myself is already pathetic enough for my tastes.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
People may not remember, but it wasn't Sony who first designed EverQuest, it was 989 Studios. Sony is the company that BROKE the game, and as time went on, it became more and more broken due to basic mistakes that Sony made.
So, whatever SOE touches tends to turn to crap. Sony as a company may have some good products, but SOE has a proven track record of taking a good product and ruining it with stupid decisions on the design end of things.
"In my opinion, this is way too early to give up on any MMORPG title since these kinds of games usually take a bit to get going, WoW didn't start off as the juggernaut it is today either."
Sure WoW has been building for a long time, but its launch was so strong that their biggest issue was underestimating how quickly they'd have to expand their server base. There were tremendous complaints about the lag early on as servers were absolutely swamped.
If you don't have a strong opening, it's going to take something remarkable to build the base required to justify the expense of a major MMO. From what I've seen major commercial MMOs that have weak releases rarely reverse that condition. Most simply limp along. A weak release can be the kiss of death for several reasons, including low player density driving off the few players you do have, and lack of a sufficient mass of customers to generate positive buzz and drive long term growth.
Basically, you don't throw good money after bad.
"After the SOE buyout of the game the LESIG team was reduced to playing minor characters before eventually being phased out and replaced with a Live Event Team (LET) comprised purely of volunteers."
When your game isn't bringing in enough money to justify a paid team of in-game actors, of course there are going to be cuts. This is a business. How much sooner would doors have had to close if the budget had not been scaled back? Of course this costs customers, but it very much seems that there were already not enough customers to justify this level of cost. It's no secret that most MMOs already have incredibly lead customer service departments. This is, I epxect, basically like employing a second CS department.
"You could never be an equal to a storyline character."
Welcome to MMOs.
It was all wrong from the start. The whole "game" was thrown together by a bunch of idiots who sacrificed gaming to the stupidity of corporate synergism.
Seriously, during the Warner Bros. era, MxO had a cancellation policy similar to AOL at it's worst(i.e. they employed the same gimmicks and tricks that AOL did to "retain" customers), BECAUSE AOL,WB,MONOLITH PRODUCTIONS AND MXO WERE ONE AND THE SAME BACK THEN.
I've experienced MxO under Warner Brothers *and* under Sony Online Entertainment, and, hands down, Warner Brothers was the worst MMOG,MMORPG company that ever existed.
I say this because of that stupid "SOE destroyed MxO" meme that plagues discussions regarding the game. Hardly. The Matrix Online lasted 88 days before Time Warner-AOL threw in the towel, and never had over 40,000 paying customers at the height of it's power and influence. Sony kept it going for nearly four years in spite of it being an unpopular game.
YIA
You say "films" as if there was more than one.
-dZ.
Carol vs. Ghost
Maybe the low popularity had something to do with the sinking ship it was attached to. The Matrix Online came out one year after the sequels. There were a lot of people who lost faith in the franchise by that point. Many fans felt let down and many non-fans were very aware of how poorly the movies were received. And it sure didn't help that many of those who did like the sequels had the condescending attitude that those who didn't like the sequels just didn't "get" it. Like it was that hard to pick up the philosophical themes. By the time the MMO launched, a lot of their potential customers who were fans of the Matrix were turned off by the idea of more Matrix material and the Matrix series' reputation was damaged enough that non-fans weren't that tempted to give it a try. I doubt even an above-average MMO could survive in those conditions.
http://www.screenplays-online.de/screenplay/118
Read it and tell me this wouldn't have been better!
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.