Last possible reason that comes to my mind is that for every single gamer only one MMORPG can be truly fun. Usually the first one he played
Is it possible to make one? Sure it is. The formula is there. Can it be done? Only if the investment and time lines are set correctly.
I think the largest problem any Studio / Title owner has is the development phase and cost association. Society in general is "now now now" these days. Information is collected at lightning fast speed and disseminated the same way. Be it good or bad. Players are fickle now days. Back when I started playing games, we had the likes of the ZX81 and Spectrum. You never had a chance to "patch" or update games or download more content.
Back then:
- Titles HAD to be completed and released for consumption
- All testing had to be done to a decent level as they couldn't patch later
- There weren't really forums or general internet to discuss titles
- Each person who bought it, would invest hours and hours into a single game, even though it only cost £5.00
- Games were developed by a small group of friends so there was a common love/theme
Alas Today:
- Titles are created and built at break neck speed because of the development time
- Time = Money and Investors don't like losing money. So turn around and release is paramount
- Testing comes second to a large extent because of the now common "we can always release a patch"
- Substance has been replaced by shiny and getting peoples attention for the purchase (£40+ for a title is crazy)
- Community and moderation, build or maintenance of said community is secondary to almost everything. Clear evidence of that can be seen by companies posting on Facebook/Twitter/Reddit rather than their own community forums (i.e. League and all the others)
So going back to the original question, COULD it be done? Yep, definitely! The real question is whether now, in todays markets, is it likely to happen, alas No
Sallington wrote: »Not with the way developers are forced to show immediate ROI to the publishers. The need to make quick money dictates priorities in most new MMOs, and they all suffer because of it. ESO is a perfect example of this.
In my opinion, only smaller MMOs will succeed in the way I'd like them to form here on out. The bigger they are, the more pressure from "the suits" to just turn the game into a cash cow.
The parts that I've bolded really aren't possible anymore when it comes to developing a new piece of software (and haven't been possible for some time).Back then:[*] Titles HAD to be completed and released for consumption
[*] All testing had to be done to a decent level as they couldn't patch later
[*] There weren't really forums or general internet to discuss titles
[*] Each person who bought it, would invest hours and hours into a single game, even though it only cost £5.00
[*] Games were developed by a small group of friends so there was a common love/theme
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
To the last bolded point first, for a large AAA title, you simply can't take that approach any more. You need a large team of people with a wide range of areas of expertise in order to make the game. It's simply not possible to do it otherwise (again, I'm saying this with regard to a large AAA title: for a smaller game, it's still possible to take this approach).
For smaller games, absolutely. Smaller games don't have the expectation of massive revenues and the expectation that everything will be built on the latest greatest technology and feature the most amazing graphics and physics possible. Those aspects are what prevents the approach from working with a large AAA title: the expectations of what it means to be a large AAA title.
To the last bolded point first, for a large AAA title, you simply can't take that approach any more. You need a large team of people with a wide range of areas of expertise in order to make the game. It's simply not possible to do it otherwise (again, I'm saying this with regard to a large AAA title: for a smaller game, it's still possible to take this approach).
Small teams or single creative people can still come up with a game that will be successful.
Part of the problem is that those things can't be avoided in a large AAA title. A large AAA title simply can't be made without the money people. And even if you somehow miraculously get money people who literally just throw cash at you without any oversight, you still need a massive team to make the game, and the vision will inevitably get diluted because there are so many people working on it, and they can't possibly all be consulting with each other over everything.It all depends on their vision. What they can't have are the money people telling them to throw in this feature or that feature because it polls well and has some IRR benefits. Problem is, the process costs money and the money people are always going to screw up the game to assure themselves of an ROI. Which is why every shooter today is the same as every other shooter for example.
The problem is, and always will be, the Vision and and how much it gets diluted by the process and the competition. By competition I mean making the game too much like what already exists. But not doing something just because someone else is doing it is not the answer either.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Poor customer service, failure to properly patch game, and delayed/vaporware content.
IMO, big killers.
edit: grammarderp
MMOs were hugely successful only during way back when because it was something "new" something "exciting and groundbreaking"
Games like WoW, Lineage2, Mu Online in the early 2000's had millions of players at the time (now though only WoW has survived) because it was something amazing for it's time. Players who played Ultima Online and similar ancestors of MMO's saw it as something space-age - thus it drew all the players in those handful of games. There was little to no competition back then and the titles generation millions/billions in revenues as there just wan't anything else. Either you played it or you didn't, you had no choice.
As companies saw their success, everyone jumped ship and started their own versions of those successful games and a few years later we saw countless of WoW, Lineage etc clones each with their own spin on things and some just blatantly lazy and reskinned copies.
Will it be like that today? No - gamers have too much choice and options. There is nothing groundbreaking or original released that hasn't been done before already, thus not a real incentive for someone to choose "that particular" game.
Also, companies aro too afraid to experiment with something new, they will always rehash the old and proven methods, but with "fancy graphics". Thus we get stale and generic MMO's that make people go like... "Wait, i've played this before on... 3 other MMO's... Why can't I play something new?" And then those games eventually fail or slow down in development.
c.p.garrett1993_ESO wrote: »Poor customer service, failure to properly patch game, and delayed/vaporware content.
IMO, big killers.
edit: grammarderp
This. [/thread]
ESO had a horrible beta/ launch.
No efforts were made to reach back out to those who had played at these times until recently.
I regret my purchase, as the game is still barely functional...
- The subscription model is overpriced and offers little.
- It's been almost/ over a year without any real content releases.
- Cash Shop is, like every other game, overpriced. Not worth it, IMO.
- Community is torn between blind loyalty and unrelenting disappointment.
The game is great when it's working, but it's not worth throwing $300+ a year at when the base content is not even fully functional and nothing has really been added. Even if it were functional it's not worth it.
This game is little more than a cheaply made IRL cash sink, as things presently stand, but has the potential to be so much more. Count me among the disappointed but hopeful.
For smaller games, absolutely. Smaller games don't have the expectation of massive revenues and the expectation that everything will be built on the latest greatest technology and feature the most amazing graphics and physics possible. Those aspects are what prevents the approach from working with a large AAA title: the expectations of what it means to be a large AAA title.
To the last bolded point first, for a large AAA title, you simply can't take that approach any more. You need a large team of people with a wide range of areas of expertise in order to make the game. It's simply not possible to do it otherwise (again, I'm saying this with regard to a large AAA title: for a smaller game, it's still possible to take this approach).
Small teams or single creative people can still come up with a game that will be successful.Part of the problem is that those things can't be avoided in a large AAA title. A large AAA title simply can't be made without the money people. And even if you somehow miraculously get money people who literally just throw cash at you without any oversight, you still need a massive team to make the game, and the vision will inevitably get diluted because there are so many people working on it, and they can't possibly all be consulting with each other over everything.It all depends on their vision. What they can't have are the money people telling them to throw in this feature or that feature because it polls well and has some IRR benefits. Problem is, the process costs money and the money people are always going to screw up the game to assure themselves of an ROI. Which is why every shooter today is the same as every other shooter for example.
The problem is, and always will be, the Vision and and how much it gets diluted by the process and the competition. By competition I mean making the game too much like what already exists. But not doing something just because someone else is doing it is not the answer either.
There's also the problem that even when there's one person with a strong vision driving the team, that person will often be used to working with a smaller team on smaller games (the people who are used to working with larger teams aren't usually the same people with a strong vision of how the game should be), and not truly understand how to run a large studio. That, in and of itself, can lead to the vision being diluted, because the person driving it doesn't know what level of direction needs to be given to the members of the team, and either ends up micro-managing things, or being too hands-off and only giving feedback ("it's wrong!") too late, further delaying the process. Frequently the same person will make both mistakes.
And you also really can't call Minecraft a AAA title. It's an indy game that struck a chord and found an audience amongst people who were intrigued by the novelty factor of it.The only multiplayer game within the last 5 years that I can think of that did really well after its initial release was Minecraft, and you could argue that it doesn't even count, since it is now 6 years old (although it has been popular for quite some time).
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
And you also really can't call Minecraft a AAA title. It's an indy game that struck a chord and found an audience amongst people who were intrigued by the novelty factor of it.The only multiplayer game within the last 5 years that I can think of that did really well after its initial release was Minecraft, and you could argue that it doesn't even count, since it is now 6 years old (although it has been popular for quite some time).
Lord_Kreegan wrote: »Answer this question:
Do use want a robust game (all of the expected features and functionality) or pretty graphics?
Good graphics do not a good game make, but significant time and money are spent on fancy graphics, fancy VFX (to the point you can't even see your screen sometimes), fancy animations, etc. While all of that is a big contributor to immersion and an even bigger contributor to early marketing (you don't see trailers advertising "Hey! Look at our neat netcode!"), it isn't what makes a game tick.
EVERYTHING published since "the game that shall remain nameless" has been less than fully featured/functional at release, and if you don't make a good impression initially, you're not going to retain customers and you're not going to have a good reputation. At the same time, today's discerning marketplace isn't going to buy cartoon-characters anymore.
It's a Catch-22...
IMHO, ever since "the game that shall remain nameless", the only game published that was close to being fully featured at release was Rift (really enjoyed its PvP), although its zones were certainly too small for the explorer in me... GW2 was surprisingly close for a B2P game... but different folks have different preferences in gameplay, so what I consider fully featured may not be the same as someone else's preferences.
Emma_Eunjung wrote: »I think the biggest problem facing any new MMO, including this one, is the expectation from many players (and devs!) that MMO gameplay must include the DPS/Tank/Healer trinity. Combine this with the apparent need for every game to have both PvE and PvP, and you have a recipe for disaster. How can they ever give PvP the "balance" they're always demanding while rigging the classes and skill lines to force PvE players into specialized roles?
If ZoS wants to solve this problem for ESO, they basically have two choices, in my opinion:
1) Spin off PvP and PvE into a separate games, so they can be balanced appropriately for their respective player bases. Or...
2) Redesign PvE content, classes and skills to support "jack-of-all-trades" player characters, who are capable of performing all essential tasks equally well. Player choices regarding race and class would be purely for aesthetics and role-play.
Solution #1 is probably off the table, so the best we can hope for at this point is some version of Solution #2.