We've heard the phrase "WoW Killer" in reference to up and coming MMORPGs ever since the release of the retardedly successful MMO that spread the world of escapism via persistent online worlds to the masses.
While being a "WoW Killer" is certainly a lucrative prospect (what development or publishing company wouldn't want 62% or more of the MMORPG market share?), what has this goal given the gaming public?
Mediocre all-in-one attempts at dethroning the online giant. Penny Arcade inadvertently summed up the MMORPG industry with their E3 Press Conference Comic. Now replace Microsoft in the first frame with MMO marketers, Nintendo in the second frame with investors and community relationship managers, and Sony in the third frame with developers and you'll see an uncanny resemblance.Here are a few games I've tried that attempted to take a slice of the pie from the King of MMOs:
Thankfully, there were a few atrocities that I was able to avoid thanks to my fellow gamers warning us in advance of how wasted our dollars & time would be if we purchased or played these products (The Matrix Online, Hellgate: London, RF Online, Tabula Rasa, Pirates of the Burning Sea).
What do all of these games have in common? Well, besides mediocrity of course. They all tried to do too much. So much that they failed to deliver in any specific area. So seems to be the trend with MMORPGs these days. Oh, to be a fly on the wall in today's MMO development studios.
I'm a firm believer that every MMORPG that receives financial backing and development support starts off with a few great ideas. A series of innovations that lure investors into green-lighting multi-million dollar products that promise to deliver great results. Somewhere down the line, priorities change. The intended PvE only game (LotRO) is pressured into adding PvP content to capture additional market share. Or the hardcore grind-fest is pressured into being more casual-friendly (Vanguard). In Age of Conan's case, the Free For All hack-n-slash and massive Siege-O-Matic 6000 PvP game is pressured into being more PvE friendly, with PvE raiding content added into the mix. To achieve what? That's right, more market share.
The result of these all-in-wonders is a half-finished, bug-laden, polished turd.
What could have been a "unique and innovative combat system" (AoC) turns out to be a boring, uninspired twist on typical MMO mechanics, pressing up to 6 buttons to achieve what you got with one button press in prior games.
The "most amazing and interactive crafting system ever devised" (Vanguard) comes out as a half-assed puzzle game that inspires suicidal tendencies, not fun.
The "most in-depth character customization" and "exciting new PvP dynamics" (CoV) drowns in a sea of tedious grinding combined with consumable-laden frustration as you attempt to chase down Flash-wannabe #8793 and his mass-teleporting compatriots, hoping to gain a few brief seconds of fighting after a three hour long high-speed chase over the roof tops of what has become a very small gameworld once you started moving at 6000% of normal run speed.
All in all the result is more of the same crap we've seen before, just with a new skin on it.
The one developer who gets major kudos for sticking to their guns is CCCP. They found a solid niche audience, and they resisted the temptation of the masses. Sure, they only possess a 1.5% piece of that pie chart linked at the beginning of this post, but they clearly stand out amongst the other all-in-one clones and wannabes (WoW & Asian grind-fest MMORPGs excluded) as a victor. They found something they're good at, and found success with it.
What's the point? I hope more developers follow this mindset in the coming years so that we, the customers, can receive a product worth our money. The choice is in your hands, oh great and wise developers. Remember, the customer is the one who is going to make or break you, not your publisher. Don't listen to all of us. Listen to the ones who share your vision of the next great MMORPG, and you might stand a shot at creating it.
Monday, July 28, 2008
No More "WoW Killer" MMORPGs, Please
Sunday, July 13, 2008
Remember The Dead
On Special Editions, Pre-Paid Subscriptions and Founder's Clubs
I was one of the twelve people that actually liked Hellgate: London enough to buy a Founder's subscription. Did I get my money's worth on that investment? Probably not. In fact, if you do the math, it's more like exactly not - by about half. Hellgate was yet another classic example of a great idea with a ham-fisted execution and a premature release - which seems to typify the management of MMO properties. Recent news swirling around the alleged collapse of Flagship Studios further begs one (one me, at least) to question the true value of "collector's editions" and pre-paid or lifetime MMO subscriptions.
Don't Listen to Me
A bit of background that should illustrate why I am not a financial advisor: In a previous career, I was an anti-consultant. That is to say, people paid me large amounts of money for my opinion and then did the exact opposite of what I recommended. I'm quite comfortable with that, as it was usually the correct course of action. Turns out I'm wrong a lot.
I also genuinely, but for no rational basis that I can discern, believed that the NGE would lead to the renaissance of Star Wars Galaxies. The general theme has been that if I think you're an idiot you're going to be a billionaire and if I approve of your plan you are doomed. So, please - I beg of you - don't heed my opinion on anything.
Special Editions
Galaxies wasn't my first MMO, not by far. I played Ultima Online on and off for five years before SWG, though I can't say I actually enjoyed most of it. I played it because it was there. I also dabbled in Asheron's Call and Sega's highly underrated 10-Six. When SWG launched in 2003, I bought the limited Collector's Edition box (I did it for the goggles, lol).
Though no longer in the anti-consulting racket, I still make make a decent living - so the extra twenty bucks for the CE really wasn't that big a barrier for some cool IG swag. In fact, I kind of decided back then that if a CE was available for any game I was playing that I'd buy it. Because, it turns out, I am the target demographic that really, really wants those exclusive items. After all, any game worth playing is worth paying extra for the optional leather bound heirloom grade slipcase - especially if it's got phat lewtz I can strap to my avatar while I preen and strut around the game like a peacock as if to advertise the superiority of my intellect, income and mating potential.
If I had bothered getting into World of Warcraft at launch, I would have picked up it's limited edition box. But I didn't and it became the most wildly popular MMO in the history of all mankind, achieving a level of success never to be duplicated no matter how often imitated. On the other hand, I pre-ordered Warhammer Online: Age of Reckoning from Amazon Prime and the developers are already managing expectations for a gimped launch. Spin it however you want, but do take heed.
I was going to get Age of Conan in order to pass the time until the W:AR launch, since I can't seem to figure out who I must fellate to get into the latter game's closed beta, but all of my acquaintances who rode AoC's rocket-sled of a grind to the top arrived there only to find the PvP endgame bugged beyond salvation and have already quit. I had enough of that crap in Galaxies to last me a lifetime and I figure the cash I saved by not playing AoC almost makes up for what I lost by paying for Hellgate up front.
Pre-paid Subscriptions
I started out month-to-month in SWG, but for some reason fifteen bucks per lunar cycle is a difficult turd to swallow. It averages out to around fifty cents a day, which won't even buy a cup of coffee anymore. It is certainly a value proposition if I'm going to play 4-8 hours a day every day which is what addictive personalities like me do. However, I also evidently have some kind of aberrant psychological condition that causes me to shun recurring monthly costs over the magical $9.99 mark. I eventually upgraded and paid up front for an annual sub because lowering the effective monthly price by pre-paying is a potent enticement for folks so afflicted.
Of course, the downside to pre-paying is running the risk that three to six months into your 12 mo. (or lifetime) subscription period you get a Combat Upgrade or an NGE pulled on you. That just leads to a lot of impotent rage and causes otherwise rational people to flame out with idle message board threats of class action lawsuits, arson and grievous bodily harm.
So, before you whip out that credit card to cover your next year's worth of intended game time, reconsider that "Game experience may change during online play" label on that beautiful special edition box in your hands. Sure, that's in the context of an ESRB disclaimer, but you can just as easily read that as: "We can change the game anytime we want and we've already got your cash, suckas!"
Whither the Founder's Club
When Turbine announced that Lord of the Rings Online would have the option for a $199 lifetime subscription for pre-orders, I pondered the wisdom of such a ploy and questioned whether I would have bought one for Galaxies had it been offered. I decided that I probably would have. SWG just passed it's 5-year anniversary and sixty months at $15 per is $900. Now, I haven't been an uninterrupted paying customer during that entire stretch, but that number makes me cringe nonetheless.
If I had paid SOE $200 at SWG's launch in 2003 and played all the way through, I'd have a net savings of seven hundred dollars. That's crazy! On the other hand, everyone I knew who signed up for LotRO quit within three to six months. If I'd bought that lifetime sub and subsequently quit when they did I'd have effectively paid between $33 and $66 for each of those months. That's just insane! I laid out $149 for the Hellgate Founder's offer. At the standard rate of $9.99, I would have had to play for fifteen months in order to break even. I knew that when I wrote the check, and I was skeptical then too. Instead, I got eight months out of it - which is an effective monthly rate of $18.75. I knew the risks involved. It was a gamble. I rolled the dice and got screwed. Am I bitter? Not really. A little wiser? Maybe.
The conspiracy theorist that dwells within me believes the notion of a "Founders Club" begs the question as to the developer's motivation in making such an offering. Any pre-paid lifetime subscription model ensures two things. First, it provides the developer with a skewed and front-loaded income stream, which may reflect internal cash flow problems and/or indicate a tacit acknowledgment that they intend to deliver a product that they don't expect will go the distance. Call this the "Distract Unagi with a shiny trinket then take his money and run" gambit (though cynical SWG players will recognize this maneuver as "Sacrifice support of the live game by using subscription fees to finance the next expansion"). Secondly, it incentivizes the Founder to stick around and endure a sub-par experience merely to justify his expense long after a month-to-month player might have walked away. This merely breeds spite, hooliganism and a misplaced sense of entitlement.
Conclusion
When considering the amount of money and commitment of time that developers ask players to part with, do we at some point cease being customers and become investors? Of course not. But that doesn't stop the disgruntled Founder from acting like T. Boone Pickens and demanding that the President, CEO and Lead Designer all owe him something. Maybe we are owed something. Maybe we are owed assurances that the game we are paying for and the company we are paying it to are both viable enough to allow us to see an equitable return on our subscription fees.
Is it time for an MMO Player's Bill of Rights? Perhaps, but that is a topic for another article. There is no easy solution to this problem. With the dust still settling at Flagship, assuming the rumors are even true, the short answer is that if a game with over a million paying subscribers can manage to tank eight months into it's live service then I probably won't be joining any more Founder's clubs - irrespective of keen swag, early access or promises of exclusive content.
TL;DR = Grab the special edition but pay as you go.
Thursday, July 10, 2008
5 Things I Hate, Part 2: Jeffe Edition - Fucking Corpse Runs
I still hate them actually. Not the fucking part. Don't worry, you haven't accidentally landed on a necrophilia blog. That would be creepy, no? I'll keep this short and sweet, because we all know that corpse runs suck. I guess thing to do, because it gets to my origins as an MMO player, is look at Raph Koster's Star Wars Galaxies design blog (from about 2000), where he says:
This would be what we players refer to as an EPIC FAIL. Ah, my first SWG character, the lovable human Bootsy Collins. Bootsy was born on Tatooine somewhere, probably Bestine. He was an intrepid explorer, even right out of the gate, and about 9 hours into play he wandered somewhere bad and got himself killed by I-can't-even-remember-what. I ran back to the corpse about 20 times, dying every single time. Then I deleted Bootsy, picked a different server (Bria, thank god), and rerolled a hideous scaley orange menace (that's a female Trandoshan to the layman) named Gorgoth Goc.For example, knowing that we were looking at a broader audience than MMOs had likely seen before meant that we couldn't demand as much time per play session or as much time per week as other MMOs did. As a result, a bunch of design choices went right out the window: we knew that we couldn't have game design elements that involved spending tons of time online. No macroing, no camping, no lengthy corpse recoveries, no long waits for public transportation.


But back to the point...corpse runs suck. They sucked in Galaxies, they sucked in EQ2, they sucked in Vanguard, they suck in Age of Conan. They just suck, and I'd love for somebody to come on here and give me one compelling reason that an MMO should EVER have corpse runs. There are better ways to create consequences for death. I'd rather just lose a random item from my inventory, even if that means time lost somewhere down the road; at least I don't have to stop what I'm doing and go on some random jog to find my rotting dead body. The best is when it's buried in the bottom of some dungeon with a mountain of re-pops on top of it, with no possible way to avoid them. Super.
Some day I'll take Raph to task on that "no long waits for public transportation" comment too. Ask anybody who played SWG at launch what were the most memorable annoyances, and I bet they'll say 2 things: corpse runs and waiting for the goddamn shuttle.
