Let me pose a theory on why I think the next generation mmorpgs are failing. There is a fundamental lack of social and reward integration which has led to a breakdown in gaming success. I'm not going to write a wall of text and a thesis paper here, but I think it's important that the industry refocus on what is important to be successful.
In the old days, why was d&d paper so successful? Because it revolved around social integration. It was more than just games designed to progress and win. They were games designed around building up relationships and conquering challenges through those relationships. The problem with the industry today is, is the business model. The business model hasn't changed since EQ. Sure, each game comes with its own gimmick. Rift was randomly spawned dark anchors. STWOR was storyline, hirelings, and story choices. AoC was open world brutal pvp siege vs siege. WAR was rvr. GW2 is free to play. AION was gliding and portaling between enemy worlds. EQNext is voxels to create an environmentally interactive world. Terra is fps style pvp with no targeting locks. ESO's gimmick is mega server and play the way you want by choosing any race using any armor weapon type. The list goes on and on. The idea of let's create a world with content and design a gimmick to differentiate our product from someone else's is not working.
The games I listed above don't last and here's why. They all excite the masses because of their "gimmick" when the gimmick novelty where's off people get bored and leave. The game becomes nothing but a recycle of the same rinse and repeat garbage that has been released since WoW. Peel the onion and what are you left with? The same grind, pvp, alternate advancement, and quest racing that has been around since EQ and MUDs. This is the de facto standard. Every gaming company that releases an mmorpg thinks they nailed it. They think they figured out the gimmick that will be the next wow killer and become the next 10million+ copies sold mmo with millions of subscribers or players. all examples above have never gotten to where they want to be. Save Eqnext because it's not out yet, but it's only a matter of time before that one falls into the same trap.
The problem becomes the Developer mentality of if you build it with a gimmick, they will come and stay. No. These games need to be designed and built beyond the idea of let's build a new world with a gimmick and release new content periodically to keep gamers interested. No. These games need to be built around social interactions that go beyond "raids". People want living breathing worlds that evolve based on player interactions. Worlds need to be developed from the start with social tools. Integrate voice chat. Integrate LFG tools that work. Integrate player housing, integrate more dynamic trade systems. Integrate mobile device apps that allow trading in real time and player instant chat tools. Integrate esports and a world wide tournament system. Sponsor events. Advertise tournaments at conventions. Allow for more character customizations. Allow characters to design their own costumes. Allow more combat skill choices options so characters aren't forced to re-roll. Allow for titles that mean something with big rewards. Allow for big rewards. People want challenge! Remember back in the day when someone killed the king in ultimate online! That was a big deal in the gaming industry! Allow for challenges. Allow for consequences both in pve and pvp with bigger rewards. Remember that feeling of accomplishment when beating dosha when game first came out? Now it's watered down. Do something with achievements. Integrate an online achievement system so players can see others achievements. Calculate and advertise player statistics so players can see who is the best in the world at stuff. For example, killing dosha the fastest. Give players records to beat. Add Guild halls where player guilds mean something. Stop segregating factions.why in gods name are companies doing thIs? Integrate people! Not separate worlds and then develop a doofy silver gold quest line after the fact. Look I get it. Stupid that a Jedi would be with a sith. But there's ways to make this work so that players can play with each other. Bring the world to the player don't expect the average player to go off on his own and download vent or mumble and re login to a new IP server every time he wants to group with a random group of people. Don't be lazy and put the social development on the player. Don't wash and dry your hands and say, I did my job, I created a world, now it's up to the player to develop social relationships. No. Hire knowledge managers and statistically aggregate and determine what people want. Developers need to be more interactive with players. Not just question and answer sessions or forum presence. Developers need to challenge players with contests in and out of the game. Let players develop content ideas. Let players develop reviewed contents. More in game random and coordinated events. (Rift was actually good at this). The developer MUST design a world that forces social interaction and makes it easy and convenient to do so. You want this game to be successful? Bring it to the player. Not the other way around. All of these examples need to be implemented when a game is released otherwise it's too late. People have moved on and Lost interest.
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