On Transitioning To an Asian-Style MMO, Such As Aion
A. Harvey writes "Ten Ton Hammer has an interesting article about the transition to Asian-style MMO games, specifically Aion. 'In many ways, the West is catching up to the East in terms of gaming. Per capita gaming ... and broadband proliferation is markedly higher in Asian markets.
Gaming is much more social in the East as well; many players gather together in internet cafes to spend their game time with each other. Another surprising difference in most Asian-based games is that most functions of game control are mouse based.' I think the author hit the nail on the head that Aion will be a big success in North America and will introduce a lot of players to games with an Eastern feel."
Aion will go the way of every other non-WoW MMO, because it can't compete with the dumptruckloads of development money and years of lead time that game has had. It is just a poor copy of The One MMO that yet again tries to outdo it with the graphics, while the developers continue to ignore the fact that part of WoW's mass market appeal is that it will run on any piece-of-crap computer with some sort of 3D accelerator in it.
Aion will have a couple hundred thousand subscribers if it's lucky, and those will churn out in a few months, the numbers will stabilize somewhere around 80K, and NCsoft will still be scratching their heads wondering why they can't publish a GOOD MMO.
Age of Conan had BOOBIES and awesome graphics and some new game mechanics, but it was poorly balanced and the highly polished tutorial was just a facade. Once you went to the mainland the game got dull and boring with a quickness. Plus, low-level male characters looked like gay pirates and the sexiest female clothes you'd see were the ones a character started with. And Age of Conan flopped.
Warhammer Online was accessible, with graphics comparable to WoW's; it had fun gameplay comparable to some of WoW's more recent additions, and it still flopped. Why? Because it was TOO MUCH of a WoW clone on the surface, and many of its systems were not polished or balanced and relied too much on social interactions where "alone together" is king.
For what it's worth, I think Bioware's KOTOR Online thing will have huge box sales and big initial numbers, and it will be a great Bioware RPG, but static content does not make for MMO subscriber retention. They'll have huge initial numbers and huge churn. But they at least have a little bit of a chance, if only because it's not more cookie-cutter mythical fantasy; It's STAR WARS.
The MMOs that are succeeding these days are not MMORPGs. They are MMO-strategy like lighter-fare Web/social network games. To make a new MMORPG be massively successful, it's going to take a re-invention of the genre. EVE Online has carved out a nice niche for itself and is clearly a shining star. The current MMORPG monoculture sucks and it's time for more experimental and different kinds of MMO games.
What? Warhammer Onlines dead? oh dam.. and I just hit rr70! Well, there is a couple servers still cranking along with good population.. but only a couple.
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Lineage II seems to have nowhere near WoW's popularity in the US. Given that Aion is done by the same company and is viewed by many as a LA2's "more/bigger/better", would it see the same fate?
As in many other things relating to computers, Japan already has the lead in sexless, marginally employed men who live with their parents and play on the internet. They call them "herbivores."
http://www.reuters.com/article/newsOne/idUSTRE56Q0C220090727?pageNumber=1&virtualBrandChannel=10522
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I think there just isn't a lot of room on the market for subscription-based games. I suspect most people will have a budget for one or so, and they will have invested quite a bit of time in it - so there's very little incentive to switch.
I think the Guild Wars model is much better: you pay for the game, you play for free. If you decide to stop for a few months, and pick it up later - no problem. If you decide you like the game and want access to more content, you buy the expansion packs.
The distinguishing characteristics, as I understand it, are typically A) free to play, supported by micropayments for vanity stuff, and B) monotonous grindfests.
So I wanted to correct a few assumptions people are making with this post, I'm biased but will try to stick to facts =p 1. Aion is a grindfest ~ Untrue, aions leveling is a little bit easier than WoWs. I can't comment on raiding and crafting but early crafting is easier than WoW also. 2. Aions graphics are too good to beat WoW in the casual segment with older computers ~ Also untrue, Aion runs much more smoothly than WoW for me on my rig. I have a nice rig but I get 70-100 fps in Aion, I'm lucky to hit 30 in WoW. 3. WoW has been out for many years and is very polished, New mmos are buggy and will fail like age of Conan and warhammer did. ~ Aion has been out for a year in asia, and is very effecient. I haven't noticed any bugs in the game. I played age of conan and the comparison is apples and oranges. Aion may not be the runaway success people are making it out to be, it may not beat WoW either. There's no question in my mind that the game is better than WoW, but Asian mmo's seem to carry a large stigma and its hard to get people to switch mmo's either way. Also there remains the question of the dev team and how they deal with hackers//bots//exploits that can't be answered yet for obvious reasons but from its history in asia they have pushed out huge content patches relatively fast and bug free.
And how do you match them?
... that's essentially what exists now. If you are very casual, you're most likely to be using the LFG tool (which could be more widely advertised as an option for those who are unaware). If you're a bit toward the more intense playstyle on the scale, you probably already have the social networking to do the things you're interested in doing. And like any classifications of people, nothing is concrete. There's overlap. And in that overlap are the oppurtunities to learn about others and what is required to find your niche. The overlap, the lack of clarity in classifying people and who they should or should not group with, is the gaurantee in eventually finding your best-suited groupmates.
Level: Fails because two characters at equal level can have vastly different goals, gear, experience, and motivations.
Gear: Fails because even if the gear two characters are in roughly equal gear, one player can be vastly more skilled, and is just at a lower end of the progression curve for his playstyle. Again, goals, experience and motivations can vastly differ.
Player-defined: You rarely have 2 people agree on definitions of 'Casual', or 'Raider', or 'Hard-Core', or 'Core'. And even if you did, you're still looking at different games. Not just different groups of people playing. A server composed entirely of 'Casual' players is not likely to often have organized 40 person raids that can cohesively overcome the most challenging of encounters. It would be counterproductive to scale those encounters according to the populace because doing so would encourage the instant gratification raiders to just sign up for the casual servers instead. If you mean to group people under the above definitions and not actually seperate them among gameworlds
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