The design and business of gaming from the perspective of an experienced developer

Category: Big Corps Are Evil (Page 4 of 14)

The 360: Not Worth It (Yet)

I didn’t buy a 360. Sure, it’s true that I haven’t even seen an XBox 360 as of yet at the stores, but even if I’d come across one hidden in the back of a sales rack that everyone else had missed, I’m not sure I would have picked it up.

Given I’ve constantly harped about gameplay over graphics, this may not come as a surprise to a lot of Zen readers. It’s not that I don’t appreciate great graphics. But really, I don’t buy a console for ports of games that appear on other consoles. The 360 desperately needs an exclusive game made with it in mind. Continue reading

Apparently, They’re Really Sick of Killing Onyxia Over In China

From this article (emphasis mine):

A promoter for The9’s (Nasdaq: NCTY) licensed MMORPG Soul of the Ultimate Nation (SUN) was recently attacked by a player of The9’s World of Warcraft (WoW), according to a post on TGBus.com. The WoW player became angry when the SUN promoter pushed him to play SUN in an Internet Cafe. According to a friend of the angry WoW player, the angry gamer has waited a long time for WoW’s expansion pack “The Burning Crusade”, but The9 has delayed the release in favor of SUN. Other players in the cafe were dissatisfied with The Burning Crusade’s delay as well, and applauded after the assault.

Sounds like World of Warcraft has caught fire over in China. Of course, that whole relationship of WoW vs. Sun should get a lot more interesting now that Electronic Arts, publisher of Warhammer Online, has purchased 15% of the organization.

Do You Really Only Get One Launch?

The Escapist has an interesting read on Star Wars Galaxies “New Game Experience”, which were of course the changes designed to make the game more mass market. A quote:

“Don’t change the game after launch.” After Sony Online released its NGE, Star Wars players dramatically confirmed Mulligan’s lesson, much as the Hindenburg conveyed an important message about hydrogen. Yet like “Never fight a land war in Asia,” this lesson cannot be taught, only learned. Each generation, and publisher, must learn it anew.

More commentary is elsewhere, with some of the best being Brandon and Calandryll’s commentary in Scott’s thread. Most of the rest of the commentary trends towards the old rule – you only get one launch. And that is indeed the conventional wisdom. As a general rule, after 2-3 months live, you can expect your ceiling to be about 2-4 times what your numbers are there. UO quickly hit 100K, and settled in around 250K. EQ quickly hit 200K, and got around twice that. WoW bolted to 2M, and then settled in at 6-8M. An exact science? No, not at all. But one thing that seems constant for traditional box product MMOs – they don’t seem to escape their initial order of magnitude.

There’s a Seinfeld episode where Jerry decides that he doesn’t like the girlfriend he has, but really likes her roommate. George responds that it’s not possible:

“Do you realize in the entire history of western civilization no one has successfully accomplished the roommate switch. In the middle ages you could get locked up for even suggesting it.”

In some respects, this is what the NGE was. The powers that be apparently decided they weren’t happy with the audience they had, and decided they wanted the two birds in the bush. In doing so, they seemed to do everything in their power to alienate the bird in hand. Unfortunately, the hardcore audience they had built up of dedicated craftsmen and dancers took their betrayal very seriously, and their stories started showing up in Wired, Slashdot and eventually, even the New York Times and Washington Post. The most audacious attempt for a box product to escape its launch velocity and graduate to a new order of magnitude, by most reports, ended up resulting in a downgrade of subscribers.


Of course, this has all been said before, and some are sick of hearing it. I’ve only brought it up because I’ve concluded that the maxim “You only get one launch” isn’t always true, though, and it’s clear that there are some situations where games have ’slow burned’ to long term success. The two examples that come to mind are, of course, Second Life and Eve Online, both of which has small, mild launches but now have strong momentum, devoted fanbases and relatively good buzz – and are among the more successful gamer-oriented MMOs in the WoW age that aren’t WoW. What do these games have in common?

  • Small launches. Because both games launched relatively below radar, they could reshape their identities and refine their major selling points after launch.
  • Unique niches. No men in tights here. Both games had core visions that were very different from the Diku reality, and both are unflinching towards serving the design towards that vision.
  • Sink or swim situations. Both companies had no other games in the pipeline other than the one they were shipping. Both depended on that game succeeding for their survival, and can throw all men on deck at a game that’s having troubles. By comparison, a troubled game in NCSoft, Sony or a larger studio is going to find it’s resources moved to one with greater odds of success.

The one that stands out to me the most – Second Life and Eve are, unflinchingly and without reservations, true to themselves. Second Life occasionally takes crap from curmudgeons like me for it. Still, the people who love Second Life and Eve really do, and are vocal proponents of their favorite virtual worlds. In a wired world (and especially in a genre where every fan is guarunteed to have a net connection), appreciating, and then building upon the central promise of your game which your existing audience is there for appears to be the only way to truly take your virtual world to the next level.

Original comments thread is here.

One Hell of a Vanguard Read

I won’t comment beyond the linkage, but everyone who is following the Sigil Saga should take the time to read this interview with an anonymous ex-Sigil employee. Readers should keep in mind that this is one employee’s opinion – and appears to be the opinion of one of the ones who wasn’t offered a gig by Sony.

My heart goes out to those who lost their jobs, especially after poring years of time and hard work into the project. I know numerous studios in Austin are looking for people, including us at Bioware. If I can help, let me know.

Blizzard Puts Foot Down on Unattended Macroing

According to this random post on Markee Dragon, WoW has filed legal action against WoW Glider, the 3rd party app that allows players to grind unattended.

Blizzard and Vivendi ( www.blizzard.com ) today filed against MDY Industries ( www.wowglider.com ) and Michael Donnelly in the state of Arizona USA. Blizzard is seeking injunctive relief and money damages against MDY. What that means is they want him to stop the production of WoW Glider and they want him to pay them damages. Blizzard believes that Glider infringes on their intellectual property. They believe Glider allows players to cheat, giving them an unfair advantage and that they believe Glider encourages Blizzard customers to breach their contracts for playing the game. Last they claim that Glider is designed to circumvent copyright protections.

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The Station Exchange White Paper

I found the Station Exchange paper to be of great interest. I remember first thinking that somebody should do something like the Exchange back when I was working on UO2 nearly ten years ago, but even so, I’m glad that someone else took the slings and bullets for the idea.

Sara and Raph both have good commentary. My own thoughts: I’m surprised the revenue earned was so low. Less than $300K in revenue earned in a year is a significant amount of cash if you’re a small company, but it risks being mistaken for a financial error in an organization with the revenue streams of Sony (and SOE in particular). After all, a game that has 100K subscribers and charges 10 bucks a month brings in a million bucks a month in revenue, and both EQ and EQ2 are higher on both counts. Continue reading

Hellgate to Slap In MMO Functionality Real Fast

One of the more interesting articles that spurred a lot of discussion last week was this Gamespot article on Hellgate that purported that the game might become an MMO once you hit a certain point in the game. Money quote:

Roper explained that the cool thing about Hellgate: London is that you can play it as a single-player game, but there will also be an option to turn it into a subscription-based multiplayer game if you want to play with others and enjoy lots of new content.

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Disney MMOifies Itself – Guess Who Gets Credit?

Yeah, yeah. Disney, like everyone else with IP, is looking at getting into MMOs. This would actually be a pretty boring article if it were not for this bit.

Thousands of people can play on the Web at once in massively multiplayer online games, or MMOs, which essentially never end. Popularized by games such as “Ultima Online”, many are based on medieval or science-fiction themes that attract male players.

But in recent years, virtual worlds such as Second Life, where big corporations including Dell Inc. and Sears Holdings Corp. have built virtual businesses, have attracted a broader and older audience.

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