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

Category: MMO Design (Page 14 of 36)

DFC to MMO Devs: Odds are You’re Doomed

A Report from DFC Intelligence on the MMO business points out that, while MMOs are being funded like there’s no tomorrow, odds are there will only be one or two winners and a whole lot of losers.

Perhaps the most important point to note is that there will be a great deal of money lost. Since the emergence of the current MMOG market, which we pegged as 1997, there have never been more than a handful of hit products in a given market at the same time. In North America there has been one product (Ultima Online, then Everquest, then World of Warcraft) which stood head and shoulders above a small group of second tier products that had 25-50% of the top game’s subscriber base. Never in the over thirty year history of massively multiplayer games has there been more than five top-line products in existence at one time in a given market. Even then, the top two or three games have always commanded between 85% and 90% of the market

Below that level, there have been niche efforts and upstarts. Despite the increasing variety and number of MMOGs in the market, this quasi-network effect appears to be strengthening, not weakening. The good news, thus far, is that the overall pie does seem to be expanding. That is to say, the niche efforts now sometimes have 50,000 subscribers instead of 5,000 and the mid-level games have 150,000 subscribers instead of 50,000.

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The Final Ding (Again)

I finally have managed to drag my Undead Priest up to Level 70, it being the first WoW character that I’ve ever maxed out. As an aside, here’s a conversation I had near the end of today’s journey:

Me: Dear God, two of my last quests are actually going to involve picking flowers and killing giant cats.
Wife: In the literary world, this device is called ‘bookends’.

And may I just say: anyone on the WoW design team who thinks that Priests need nerfing should be forced to play one solo for a month. My group fell apart halfway through the last level, and the last bit was like crawling through broken glass — and then being thrown in a shark tank. I can’t imagine what it’s like for someone spec’d to actually heal (note to would-be designers: when no one plays a certain spec below level 70, there’s a problem).
Original comments thread is here.

Various Awesomeness

First off, Penny Arcade sums up my opinions of God of War II pretty succinctly. This game will get some serious time once I finally get my Priest to 70.

Secondly, we have awesome stupidity: Check out these idiots who robbed Richard Garriott’s cabin — and left a digital camera with pictures of all of them.

“We we’re joking to ourselves about tomorrow morning, when they wake up with a hangover, they’re going to wonder where that camera is,” he said. “This is one of those Darwin-style kind of awards, where people leave the self-incriminating evidence behind at the scene.”

And finally, Blizzard is coming to Austin. I can only imagine it’s a lot cheaper to pay CS costs here than in Irvine. I’m guessing the guys who are moving out here are glad that it’s not Topeka. Or Bangalesh.
Original comments thread is here.

MMO Roundtable Day 3: Why Classes, Levels, and the Grind?

On the third day of my roundtable, I took the talk in the most controversial of directions: the grind. More specifically, why do designers gravitate towards class-based, level-based experience-point based RPG systems for their advancement models? What’s wrong with them? Once again, the responses listed below are not necessarily my own, but are rather responses that came out of the group. However, many of the responses that appear are very similar to those that I mentioned in my AGC talk a year ago. Continue reading

MMO Roundtable Day 1: Why Fantasy?

My Roundtable this year was “Moving Beyond Men In Tights”. There was a roundtable each day of the conference, and Wednesday’s question centered upon the simple question: “Why Fantasy?” The roundtable was moderated heavily by myself, with questions derived from my powerpoint presentation at AGC.

The first question I asked was “Why do we keep making fantasy games? We all want to see different things, and yet, the top 5 most talked about MMO launches in 2007 look to be more fantasy games. So what unique traits does fantasy have that make it well-suited to today’s MMO designs? ” I stressed that I wasn’t saying ‘keep making fantasy games’ – please don’t! I just wanted the participants to understand what reasons there might be beyond “we’re unimaginative bastards” and “it sells”. Continue reading

Behind Second Life’s Infrastructure

Information Week has an utterly fascinating article about the tech behind the Second Life experience. Of particular note, the machinery runs on 2000 CPUs. The article claims that it’s capable of 100K users at once, but the article talks about how the system is already showing signs of stress at its current peak (which the article reports as having a record of 36K users recently).

When residents buy a whole island, they get dedicated use of an entire Intel- or AMD-based server, with pricing based on the processor, memory, and storage of that server.

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Sony’s Home? (I Don’t Get It)

I confess not being nearly as impressed by Sony’s Home initiative as the others in the audience. One gets the sense that they were inspired by Second Life, but instead added something much more like the Sims – effectively adding a casual gamer’s front end to a hardcore game console.

One of the charms of the Second Life experience is the ultimate customizability of the place. What I saw was limited in a typically Sonyesque fashion. As Phil Harrison crowed about thousands of potential visual appearances, he hit a random button that would move his cheekbones two pixels up, narrow his chin a teensy bit and darken the skin color a hue. Sure, furries aren’t for everyone, but Second Life’s infinite customizability (or even Sim’s more limited possibilities) leave it in the dust. Continue reading

The Old Gods Walk Among You

I spent some time tonight exploring World of Warcraft’s new Armory service, which allows you to look at other people’s characters and stats. Rather than post snarky comments about privacy or who did what first, I thought I’d take a more fun journey through the data, and see how many Meridian 59 fanbois I could find.

The names of the Meridian gods are the most famous names I’ve ever made. And they’re pretty original, which is mostly a testament to the fact I was still a young designer, and thought things like dual-vowels and improbable letter combinations were cool (hell, my own character’s name was Zjiria). So i figured it’d be pretty easy to see how many people were still pining for the Streets of Tos. Continue reading

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