The funny thing to me is that MUDs (Multi-User Dungeons) have better mechanics that all the new games, and they are flipping text. Yes, that's why they are vastly easier to make, but the mechanics have been laid down since before your great-great grandma was born.
Containers, putting things in them, equipping things, enemies dropping what they actually wear, rifling through their containers to see what they actually had, etc. etc.... all done 30 years ago better than games today.
I actually think this game had potential with the budget the TES title to back it but I think it was rushed and things were tacked on without fully thinking them through. Puts me in mind of the blog Raph Koster posted about SWG which was pre-WoW, but it had different ideas and got rushed out as well. They also had a much smaller budget than you see in MMOs post-WoW. Only wild speculation but I can only assume that here there have been similar game management missteps.
Giles.floydub17_ESO wrote: »An mmo can have success in today's environment if they spent the capital and time to design it right from the start. I think ESO, like others underestimate what it takes to launch a top game and as a result they likely lose more subscribers. The big question is, which provides a better return from investment, a well polished game or a game that had average effort put into its creation such as ESO.
The funny thing to me is that MUDs (Multi-User Dungeons) have better mechanics that all the new games, and they are flipping text. Yes, that's why they are vastly easier to make, but the mechanics have been laid down since before your great-great grandma was born.
Containers, putting things in them, equipping things, enemies dropping what they actually wear, rifling through their containers to see what they actually had, etc. etc.... all done 30 years ago better than games today.
I think you're going to lose at least 3/4 of the people here with the mentioning of MUDs.
The funny thing to me is that MUDs (Multi-User Dungeons) have better mechanics that all the new games, and they are flipping text. Yes, that's why they are vastly easier to make, but the mechanics have been laid down since before your great-great grandma was born.
Containers, putting things in them, equipping things, enemies dropping what they actually wear, rifling through their containers to see what they actually had, etc. etc.... all done 30 years ago better than games today.
golfer.dub17_ESO wrote: »Most new games regardless of genre die because they copy the popular competition and don't offer any unique experience to keep people from playing the competition.
Stop thinking with a "we can't do this because WoW didn't do this" or "we can't do this because it's an MMO" mentality.
The funny thing to me is that MUDs (Multi-User Dungeons) have better mechanics that all the new games, and they are flipping text. Yes, that's why they are vastly easier to make, but the mechanics have been laid down since before your great-great grandma was born.
Containers, putting things in them, equipping things, enemies dropping what they actually wear, rifling through their containers to see what they actually had, etc. etc.... all done 30 years ago better than games today.
I think you're going to lose at least 3/4 of the people here with the mentioning of MUDs.
I think people should stop focusing on the label so much. Is it MMO. It is SP. Is it PVP. These things are concepts that stick things in roles where they never advance, and hold back everything.
FF14 ARR is only a couple years old and is a VERY succesful P2P RPG, after Square Enix realized they messed up on the original version of the game and rebuilt it from the ground up.
Success? Absolutely. I definitely wouldn't call it a large AAA title though. As far as graphics, effects, animations etc go, it looks more like it belongs in the same era as Baldur's Gate II. That doesn't mean it's a bad game (I haven't played it, but from everything I've heard it's actually a pretty great game), but it's obvious that it's not a big-budget AAA title.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.
@UrQuan Path of Exile -- Grinding Gear Games. You'd call that a large, modern success, right?
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 |
Success? Absolutely. I definitely wouldn't call it a large AAA title though. As far as graphics, effects, animations etc go, it looks more like it belongs in the same era as Baldur's Gate II. That doesn't mean it's a bad game (I haven't played it, but from everything I've heard it's actually a pretty great game), but it's obvious that it's not a big-budget AAA title.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.
@UrQuan Path of Exile -- Grinding Gear Games. You'd call that a large, modern success, right?
Because with the bigger budget comes the higher expectations for graphics, performance, physics, etc. That's where you have to start branching out into a huge team, and that's where the difficulties I pointed out come into play.Success? Absolutely. I definitely wouldn't call it a large AAA title though. As far as graphics, effects, animations etc go, it looks more like it belongs in the same era as Baldur's Gate II. That doesn't mean it's a bad game (I haven't played it, but from everything I've heard it's actually a pretty great game), but it's obvious that it's not a big-budget AAA title.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.
@UrQuan Path of Exile -- Grinding Gear Games. You'd call that a large, modern success, right?
You're right. It was a small New Zealand company. But even through it's wild success, they have maintained the same mentality while developing future content.
Why can't this type of customer service behavior carry over to larger companies when they clearly have a bigger budget for it?
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 |
Because with the bigger budget comes the higher expectations for graphics, performance, physics, etc. That's where you have to start branching out into a huge team, and that's where the difficulties I pointed out come into play.Success? Absolutely. I definitely wouldn't call it a large AAA title though. As far as graphics, effects, animations etc go, it looks more like it belongs in the same era as Baldur's Gate II. That doesn't mean it's a bad game (I haven't played it, but from everything I've heard it's actually a pretty great game), but it's obvious that it's not a big-budget AAA title.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.
@UrQuan Path of Exile -- Grinding Gear Games. You'd call that a large, modern success, right?
You're right. It was a small New Zealand company. But even through it's wild success, they have maintained the same mentality while developing future content.
Why can't this type of customer service behavior carry over to larger companies when they clearly have a bigger budget for it?
When the expectations aren't for the game to be state of the art, cutting edge, top of market, big and splashy, then you can have a much more focused team. That often leads to a better game.
They only "fail" because every MMO judges itself next to World of Warcraft. If everyone would stop trying to produce the next "WoW Killer" and stop dreaming of millions of subscribers, and instead have more realistic expectations, then there wouldn't be so many of these "failures."
An MMO with 500,000 regular subscribers is only a failure if the developer overspent on development with the unrealistic expectation that they were going to have 5 million regular subscribers.
I'd almost consider that a different topic entirely. Relevant to the success (or lack thereof) of a game, for sure, but very different from the development challenges of a AAA title that I was talking about.Because with the bigger budget comes the higher expectations for graphics, performance, physics, etc. That's where you have to start branching out into a huge team, and that's where the difficulties I pointed out come into play.Success? Absolutely. I definitely wouldn't call it a large AAA title though. As far as graphics, effects, animations etc go, it looks more like it belongs in the same era as Baldur's Gate II. That doesn't mean it's a bad game (I haven't played it, but from everything I've heard it's actually a pretty great game), but it's obvious that it's not a big-budget AAA title.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.
@UrQuan Path of Exile -- Grinding Gear Games. You'd call that a large, modern success, right?
You're right. It was a small New Zealand company. But even through it's wild success, they have maintained the same mentality while developing future content.
Why can't this type of customer service behavior carry over to larger companies when they clearly have a bigger budget for it?
When the expectations aren't for the game to be state of the art, cutting edge, top of market, big and splashy, then you can have a much more focused team. That often leads to a better game.
While that may be true when considering development of said game, that still leaves little room for excuses on community discussion activity from mods/managers.
Here's a list of topics on Page 1 in 'General Discussion' that "warranted" a response from ZOS:
http://forums.elderscrollsonline.com/en/discussion/comment/1784868#Comment_1784868
http://forums.elderscrollsonline.com/en/discussion/comment/1784961#Comment_1784961
http://forums.elderscrollsonline.com/en/discussion/comment/1783410#Comment_1783410
http://forums.elderscrollsonline.com/en/discussion/comment/1773113#Comment_1773113
Zero ZOS responses on many, many other legitimate threads. To some, it shows that community mods/managers are lazy. To others, it may be perceived that the DEVS are lazy and generally don't care to assist with real issues.
When we're talking perception, it's the consumers that decide what light to cast said video game company in. When they act like this on forums, it generally leaves them in a horrible PR position. Not only is it easily avoidable, it's blatantly damaging the reputation of the game.
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 |
I'd almost consider that a different topic entirely. Relevant to the success (or lack thereof) of a game, for sure, but very different from the development challenges of a AAA title that I was talking about.Because with the bigger budget comes the higher expectations for graphics, performance, physics, etc. That's where you have to start branching out into a huge team, and that's where the difficulties I pointed out come into play.Success? Absolutely. I definitely wouldn't call it a large AAA title though. As far as graphics, effects, animations etc go, it looks more like it belongs in the same era as Baldur's Gate II. That doesn't mean it's a bad game (I haven't played it, but from everything I've heard it's actually a pretty great game), but it's obvious that it's not a big-budget AAA title.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.
@UrQuan Path of Exile -- Grinding Gear Games. You'd call that a large, modern success, right?
You're right. It was a small New Zealand company. But even through it's wild success, they have maintained the same mentality while developing future content.
Why can't this type of customer service behavior carry over to larger companies when they clearly have a bigger budget for it?
When the expectations aren't for the game to be state of the art, cutting edge, top of market, big and splashy, then you can have a much more focused team. That often leads to a better game.
While that may be true when considering development of said game, that still leaves little room for excuses on community discussion activity from mods/managers.
Here's a list of topics on Page 1 in 'General Discussion' that "warranted" a response from ZOS:
http://forums.elderscrollsonline.com/en/discussion/comment/1784868#Comment_1784868
http://forums.elderscrollsonline.com/en/discussion/comment/1784961#Comment_1784961
http://forums.elderscrollsonline.com/en/discussion/comment/1783410#Comment_1783410
http://forums.elderscrollsonline.com/en/discussion/comment/1773113#Comment_1773113
Zero ZOS responses on many, many other legitimate threads. To some, it shows that community mods/managers are lazy. To others, it may be perceived that the DEVS are lazy and generally don't care to assist with real issues.
When we're talking perception, it's the consumers that decide what light to cast said video game company in. When they act like this on forums, it generally leaves them in a horrible PR position. Not only is it easily avoidable, it's blatantly damaging the reputation of the game.
Sorry, I was super unclear in my post. I didn't mean that I considered it off-topic for the thread: it's not. You're right that it's vitally important for whether a game is successful, and I think it's totally worth discussing here.I'd almost consider that a different topic entirely. Relevant to the success (or lack thereof) of a game, for sure, but very different from the development challenges of a AAA title that I was talking about.Because with the bigger budget comes the higher expectations for graphics, performance, physics, etc. That's where you have to start branching out into a huge team, and that's where the difficulties I pointed out come into play.Success? Absolutely. I definitely wouldn't call it a large AAA title though. As far as graphics, effects, animations etc go, it looks more like it belongs in the same era as Baldur's Gate II. That doesn't mean it's a bad game (I haven't played it, but from everything I've heard it's actually a pretty great game), but it's obvious that it's not a big-budget AAA title.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.
@UrQuan Path of Exile -- Grinding Gear Games. You'd call that a large, modern success, right?
You're right. It was a small New Zealand company. But even through it's wild success, they have maintained the same mentality while developing future content.
Why can't this type of customer service behavior carry over to larger companies when they clearly have a bigger budget for it?
When the expectations aren't for the game to be state of the art, cutting edge, top of market, big and splashy, then you can have a much more focused team. That often leads to a better game.
While that may be true when considering development of said game, that still leaves little room for excuses on community discussion activity from mods/managers.
Here's a list of topics on Page 1 in 'General Discussion' that "warranted" a response from ZOS:
http://forums.elderscrollsonline.com/en/discussion/comment/1784868#Comment_1784868
http://forums.elderscrollsonline.com/en/discussion/comment/1784961#Comment_1784961
http://forums.elderscrollsonline.com/en/discussion/comment/1783410#Comment_1783410
http://forums.elderscrollsonline.com/en/discussion/comment/1773113#Comment_1773113
Zero ZOS responses on many, many other legitimate threads. To some, it shows that community mods/managers are lazy. To others, it may be perceived that the DEVS are lazy and generally don't care to assist with real issues.
When we're talking perception, it's the consumers that decide what light to cast said video game company in. When they act like this on forums, it generally leaves them in a horrible PR position. Not only is it easily avoidable, it's blatantly damaging the reputation of the game.
Sorry if it seemed off-topic. I considered it proper since this thread was titled 'Is it even possible to make brand new AAA MMORPG which will be hugely successful?'
I would consider constant, consistent, and candid PR as a standard requirement to be "hugely successful."
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 |
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
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.
I'm hoping in the future that more advanced game engines will allow for smaller teams the freedom to focus on making more niche type games. We are already heading down that path but I think most game engines get heavily modified which probably still takes quite a bit of time/money. Maybe in the future it will be that more robust game engines can essentially be used "out of box" which would allow a smaller team to concentrate on other things like content and art which would produce a high quality product that doesn't have to compromise too much and could cater to an audience that doesn't have to include "the masses" to be considered successful.
NerZhulen89 wrote: »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. Sure there are some differences, but in the end every single MMORPG out there is eventually exactly the same. And after you spend your time on your first, loose few years of life, and realize what happend, your brain simply becomes immune to repeating it again. Which would eventually mean that it is simply impossible to make really big AAA MMORPG anymore, which would get played by the masses.
Is it because all new gamers are playing MOBAs? (the most popular one reported 27 million daily players, last year january), where they can eventually make it to professional level and make it a living? Since only way to make real money by playing MMOs will usually result in a ban. Also there are no tournament possibilities which could have been streamed in ESO and similar new MMORPGs. All things you can stream are usually boring compared to other stuff you can watch on the Twi*** tv.
Is it because the most popular MMORPG (not sure if I can name it here) was simply so popular only by artificial hype, maybe by accident? MMORPG is simply D&D brought to a virtual level. D&D was always popular only amongst the nerdiest nerds, so why the MMO made by "icestorm" company made such a huge success?
Probably most of you know that the "icestorm" company was developing a second MMORPG for many years, and this winter on their "icecon" event, it was announced that the project is over, because they did not manage to make the game fun. So after making the most successful MMORPG of all times, they admit that they actually do not know how they made it successful. Money or lack of creativity could not have been the reason for cancel, since they are well supplied and experienced from other projects.