https://metro.co.uk/2016/03/03/the-elder-scrolls-online-interview-making-games-of-this-type-is-really-really-hard-5730186/Matt Firor wrote:MF: Again, we’re not really a traditional MMO, we are much more of a hybrid, kind of like an ‘online RPG’. The term MMO is freighted with a lot of pre-conceived notions, most of which are outdated and obsolete.
ZOS started distancing ESO from the term "MMO" many years ago. At least since 2016:Matt Firor wrote:
In the time between 2007 and 2014, the sub model started to fail in the MMO industry and Skyrim happened. .
I remember that shift from subscription model to what we have today in a lot of mmo's and I wonder if that shift was somewhat influenced by the arrival of eastern mmo's into western culture that used a cash shop model instead of the monthly subscription, and then development of new mmo's seemed to crash with quite a few sunsetted.
BretonMage wrote: »TES has always been a great virtual fantasy world to wander around or quest in, and ESO feels very similar. Just as in TES V, I love the freedom to just be in ESO, doing whatever I feel like doing that day, fighting as little or as much as I want, or just chilling, picking flowers and playing dress up.
That was definitely a factor. The rise of F2P and the B2P model that ESO switched to was extremely disruptive.I remember that shift from subscription model to what we have today in a lot of mmo's and I wonder if that shift was somewhat influenced by the arrival of eastern mmo's into western culture that used a cash shop model instead of the monthly subscription, and then development of new mmo's seemed to crash with quite a few sunsetted.
AcadianPaladin wrote: »'Virtual World' works for me.
ArchangelIsraphel wrote: »The funniest thing, to me, was how these developers thought they were making something that was somehow new, or groundbreaking, when it wasn't. They made grand promises of things like "the entire earth, in RDR2 style graphics!" When what they were really making was a platform to advertise products to players so that companies could plug into them and sell virtual (or sometimes even physical) goods. They promised exploration- when the reality was that many of them wanted you shell out cash to buy not-yet-existing land to build on, when no systems to build or even play the game had been created yet.
And then they promised you could live a virtual life, going to a virtual job, to buy virtual goods- such fun. /s
There are quite a few other metaverse models out there that were less ambitious, but equally ignorant as to what makes people want to stay in a virtual space.
But IMO, the main thing was just the evolution of the gaming audience from gaming enthusiasts to the mainstream.
As the 2000s progressed, single player games became easier and easier until most of them reached the point it was basically impossible to lose playing in normal difficulty. There were some mainstream games that resisted like GTA IV, but by GTA V players could skip challenging missions.
Eventually PVE online games followed suit. The hardcore and core gaming audiences tended to enjoy challenges, but the average consumer seems to view games more as interactive entertainment.
I guess the words mean different things to different people, but I don't understand the distinction personally. ESO is still an MMO, it is a massively multiplayer online game because there's a persistent world and if there are other players in your instance you'll see them whether you want to or not. It is also a virtual world at the same time, with many different systems and activities to engage in.
Both descriptions fit ESO. I definitely think ESO is becoming more story focused, casual, solo oriented, and cozy. It differs from other big MMORPGs because of this, but it's still an MMO.
I guess the words mean different things to different people, but I don't understand the distinction personally. ESO is still an MMO, it is a massively multiplayer online game because there's a persistent world and if there are other players in your instance you'll see them whether you want to or not. It is also a virtual world at the same time, with many different systems and activities to engage in.
Both descriptions fit ESO. I definitely think ESO is becoming more story focused, casual, solo oriented, and cozy. It differs from other big MMORPGs because of this, but it's still an MMO.
I think he's saying people tend to associate things with the term MMO beyond the literal meaning of the words and they want to break away from that. Guild Wars 2 did a similar thing, being marketed as "an MMO for people who hate MMOs".
I think for a lot of people MMO implies a combat-focused time-sink where you'll spend much of that time grinding levels and/or items to compete (directly or indirectly) with other players, or struggling just to keep up. Whereas virtual world implies something with more freedom - the game gives you a setting and it's up to you what you do within it.
I think it's a fair description. I've been treating it like a second life for years now, so it functions as a virtual world to me.
spartaxoxo wrote: »https://www.gamesindustry.biz/a-decade-in-tamriel-takeaways-as-elder-scrolls-online-turns-ten
They view ESO as a virtual world moreso than a MMO. And try to have variety for different types of players using play data. What do you think?
But IMO, the main thing was just the evolution of the gaming audience from gaming enthusiasts to the mainstream.
As the 2000s progressed, single player games became easier and easier until most of them reached the point it was basically impossible to lose playing in normal difficulty. There were some mainstream games that resisted like GTA IV, but by GTA V players could skip challenging missions.
Eventually PVE online games followed suit. The hardcore and core gaming audiences tended to enjoy challenges, but the average consumer seems to view games more as interactive entertainment.
I suspect it started a lot earlier than that. I was reading this article earlier about Ultima Online attempting to balance player freedom with preventing gankers and trolls and among other things it mentioned that in 1999 they were losing a lot of players to EverQuest and a big reason was it had a PvP flag which prevented you from getting killed unless you wanted to fight. This was back when MMORPGs were still very much a niche within a niche (around the time the total global population of potential MMO players was estimated to be 100,000 at most) and even then it seems more casual-friendly games were more appealing.
I don't have any sources for it but I think the same was true with MUDs too, that more casual friendly, relaxed games tended to be more popular than the serious, hardcore ones. I suspect there's always been a significant audience who just want to poke around a virtual world and have some fun and aren't interested in beating super-hard challenges or proving they're better than other players, but video games started with a "microtransaction" model where every time you died you had to put a coin in the arcade machine to try again and they couldn't make them very long or complicated so they had to make them hard to keep people paying for repeat attempts, which created the impression that's what video games are all about.
I suspect it started a lot earlier than that. I was reading this article earlier about Ultima Online attempting to balance player freedom with preventing gankers and trolls and among other things it mentioned that in 1999 they were losing a lot of players to EverQuest and a big reason was it had a PvP flag which prevented you from getting killed unless you wanted to fight. This was back when MMORPGs were still very much a niche within a niche (around the time the total global population of potential MMO players was estimated to be 100,000 at most) and even then it seems more casual-friendly games were more appealing.
I don't have any sources for it but I think the same was true with MUDs too, that more casual friendly, relaxed games tended to be more popular than the serious, hardcore ones. I suspect there's always been a significant audience who just want to poke around a virtual world and have some fun and aren't interested in beating super-hard challenges or proving they're better than other players, but video games started with a "microtransaction" model where every time you died you had to put a coin in the arcade machine to try again and they couldn't make them very long or complicated so they had to make them hard to keep people paying for repeat attempts, which created the impression that's what video games are all about.
Yes, all decent MMO has been virtual worlds with lots of stuff to do unlike Meta. Second world is another previous version with the that to do issue. So it now mostly an fetish / furry graphical chat room I have the impression of, nothing wrong with it but hardly the designed outcome they wanted but it keep the servers running.ArchangelIsraphel wrote: »The funniest thing, to me, was how these developers thought they were making something that was somehow new, or groundbreaking, when it wasn't. They made grand promises of things like "the entire earth, in RDR2 style graphics!" When what they were really making was a platform to advertise products to players so that companies could plug into them and sell virtual (or sometimes even physical) goods. They promised exploration- when the reality was that many of them wanted you shell out cash to buy not-yet-existing land to build on, when no systems to build or even play the game had been created yet.
And then they promised you could live a virtual life, going to a virtual job, to buy virtual goods- such fun. /s
There are quite a few other metaverse models out there that were less ambitious, but equally ignorant as to what makes people want to stay in a virtual space.
That's what frustrated me about the whole metaverse discussion too. People kept talking about how it would give you a virtual world for your avatar to live in, and I kept asking what you could do there, besides shop and attend meetings and being told I just didn't understand, I couldn't imagine the potential of a virtual world.
They didn't like it when I told them I think I have a fairly good idea because I've spent quite a bit of time in shared online virtual worlds over the past few decades. They really don't like any reminder that what they were proposing wasn't actually new, even though most of the 'metaverse' designs hyped up last year were almost exactly Second Life.
The annoying part for me is I genuinely wasn't trying to troll them or kill the conversation, I was genuinely curious because I like the idea of virtual worlds (I've been playing 2 MMOs for almost a decade now and played a few others before then). But it seemed like no one could give me a straight answer and they'd rather not deal with questions at all. We were all just supposed to clap and tell them how smart and cool they were and then get in line to buy whatever they eventually had to sell.
The upshot is I decided I'd stick with ESO for the foreseeable future and avoid "the metaverse" until there was actually a reason to visit besides spending money.