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Originally posted by PatchDay
MMOs arent the same as other games, they are supposed to capture players for years on end, as such they need to have all the options.
No they don't. They just need to focus on their niches and do it well like EVE/CCP. This way you can be profitable with a small team. I don't want to play a 100% PVE focused MMO but I bet someone reading this would go nuts for that But I disagree with the guy above me on one thing I think your blogs are great, great reads. Think I commented on the Huxley one awhile back.
I agree that more MMO's need to focus on specific niche markets. No MMO out there can cater to all playstyles not even WoW and it would be foolish to try to. Once a company tries to cater to all playstyles the end result becomes watered down. The reason being the majority of the costumers will dictate what is the most accepted way to play the game and any good developer will atleast cater to that. Look at EVE, it is a prime example of niche market and it is a success because of it. EVE does not look remotely like any other MMO on the market and they cater to their customers needs. They can atleast stand out from the herd of clones and provide content that no other MMO currently provides. I do not play EVE myself because it does not suit me, but I applaud them for being different and more focused. |
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Originally posted by Bladin
theres really no problem here as i see it. Vote with your wallet if you don't like the game, but due remember people are different and have different tastes, and different tolerance levels. (some people like seafood some hate it) You picked WAR as a game that should never have been released. Personally i have guild mates that have been playing it since release and still enjoy it and haven't bitched at all. (Guess they and you have different standards/tastes) If we and the companies lived by your standards their would not have been one MMO released since what WoW? Dev "Oh dang we're 90% done the games pretty good but not quiet finished but theres no budget left, guess well just trash it." Basically rather then letting people have the choice/option your asking everyone to adhere to your standards and create some kind of MMO barren wasteland. I honestly doubt Blizzard would have even attempted WoW if they had been contractually obligated to produce 100% prefect MMO on first attempt. Others have already pointed out that while WoW had polish it too had problems and was no where near ready for the surplus of players in originally gathered. MMO's mirror nature and life to a certain extent. few are truelly ready or completely prepared for challenges we face, there will be many experiments some better some worse. In the end the stronge will survive and the weak won't. Vote with your wallet and allow others the same choice, don't try and force your views/opinions/standards on everyone else and you'll probably be alot happier. Fanbois and Trolls are just 2 sides of the same coin you'll never get ride of all of either. Call it a strange quirk of human nature. |
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tvalentine
Elite Member
Joined: 4/01/06
“The things you own end up owning you.” -Tyler Durden |
i never expect much from a MMORPG release, so when the release sucks i'm not as disapointed as all the fanbois reading and believing every single word said by the developers who "dont lie because the company has other reputable games on the market" (lol AOC and WAR). If you expect too much, then you will be disapointed and you will be makeing threads like this on the forum. If you dont expect much you dont get your hopes crushed, because there are no hopes to be crushed. |
Originally posted by originalegg
I think some very interesting parallels can be drawn between this topic and human development. As children, we are coddled by our parents and able to make many mistakes without consequence, but we also have no freedoms. As teenagers, we are provided more freedoms and start to feel the first sting of real consequences, but ultimately parents are still responsible for our well being. A failure of the teenager is often seen as a failure of the parent. Teenagers are famous world wide for thinking their lives during this phase are more important and difficult than everyone else. It is not until adulthood that our own mistakes and the consequences are fully felt, are fully ours alone, but also when we obtain the glory of total freedom. I think these three phases of life are analogous to the different kinds of mmos out there. Some are nothing more than a ride on rails, pre determined experiences with no way to make mistakes. This is like the child. Some give you more freedom but only weak repercussions for mistakes. This is like the teenager. And some give you total control but total accountability for actions. This is like the adult. I won't list what games I think fit in which categories :) And I am not insinuating one typeof game is better than any other. There are plenty of adults that wish they could be teenagers or kids again. As there are children that wish they could be adults. So it follows, there are all types of people that are looking for different things out of life. So it would make sense that the more types of games out there, the greater chance everyone can find something they like. The only enemy in all this are the people trying to make the genre have less to choose from, because something doesn't fit the world they want to play in.
Waiting for: A skill-based MMO with Freedom and Consequence. |
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DeserttFoxx
Advanced Member
Joined: 5/11/04
Cry Havok; and let loose the dogs of war. Acta Non Verba |
Originally posted by VirgoThree
No they don't. They just need to focus on their niches and do it well like EVE/CCP. This way you can be profitable with a small team. I don't want to play a 100% PVE focused MMO but I bet someone reading this would go nuts for that But I disagree with the guy above me on one thing I think your blogs are great, great reads. Think I commented on the Huxley one awhile back.
I agree that more MMO's need to focus on specific niche markets. No MMO out there can cater to all playstyles not even WoW and it would be foolish to try to. Once a company tries to cater to all playstyles the end result becomes watered down. The reason being the majority of the costumers will dictate what is the most accepted way to play the game and any good developer will atleast cater to that. Look at EVE, it is a prime example of niche market and it is a success because of it. EVE does not look remotely like any other MMO on the market and they cater to their customers needs. They can atleast stand out from the herd of clones and provide content that no other MMO currently provides. I do not play EVE myself because it does not suit me, but I applaud them for being different and more focused.
Why do people call eve a success but stick their noses up at WoW.. lets face facts here, WoW is the only MMO to have subscribers in the millions, so clearly trying to cover all bases wins the niche vs mass appeal arguement. Life... is the shit that happens while you wait for moments that never come... ----- How come the people who hate World of Warcraft, never realize they are the minority? -------- |
Originally posted by DeserttFoxx
What is the niche vs. mass appeal argument exactly? That one produces a more fun game? Or a greater financial success? What constitutes a win in this fictional war between mmos? To answer the former, you insinuate that one very specific type of gamer is the only one that matters, since everyone has their own tastes, and not everyone likes WoW. I don't think anyone argues with the financial success of WoW. But many feel that catering to too many playstyles at once results in a watered down experience for many. WoW has certainly been described as such. Wow is good at certain things. Niche games are good at other things. Which game is better depends entirely on which things you feel are important, and which arent. Waiting for: A skill-based MMO with Freedom and Consequence. |
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Originally posted by DeserttFoxx
It's all relative. If a studio can put together a small team and acquire a great little niche, they can do well for themselves. Look at CCP which is on TV now advertising EVE, making other games, and buying other studios.
What's a success?
Blizzard has to share the dibs with all their stockholders and their owners. A small studio that can kickout a moderately successful MMO can kick back on those royalties and expand aggressively similar to CCP Becoming clearer now? Whats easier to make- a WoW clone that the WoW fans will ignore anyway or something thats aimed at a niche?
Going after WoW is just too risky. See, if you liked WoW the smart thing to do woulda been to support WAR/AoC. But since you guys pissed on it guess what titles are getting funded now?
Earthrise, Champions Online, APB, WELL Online, Jumpgate Evolution, etc.
Its your own fault. Guess where my money be going? EVE Online. So that will help show publishers many of us want something fresh |
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Originally posted by ZANGFEI
QFT Maligar Kelison |
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Originally posted by tvalentine
To a certain extent the fans are part of the problem. They hype games up to such a high level theirs no way the game can live up to their expectations. While its great to get cuaght up in the flush of a new MMO that might be the one we've dreamed of its best to always keep ones feet firmly on the ground and not loose touch with reality and whats logically possible. |
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In all fairness, WAR had a very smooth launch - a few problems with log-in queues but not a whole lot else wrong with the game. I didn't experience any of the nightmares of Star Wars Galaxies, where first I was told by the customer service rep I needed a major system upgrade to play (my computer specs were well above the minimum advertised). Then my character disappears from the server and I'm told, "sorry." Mythic has also done an incredible job in fixing known problems and giving players what they want, usually within days. I logged on for the Heavy Metal event and most of the top servers were hopping. Sure, the game experienced some drop-off since launch - but that's because WOTLK came out. I fully expect WAR to be like LOTRO - a little bit of a slow start, but the population will continue to grow until it hits a million + players again. |
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Brenelael
Hard Core Member
Joined: 10/19/06
"If I'm not back in 5 minutes... Just wait longer." -Ace Ventura |
Originally posted by Bladin So I take it your honeymoon with WAR is over? Not to long ago you were talking it up like it was the cure for cancer or something like that. You want to point the "fanboy" finger at others you should be careful as I and I'm sure a lot of others remember not to long ago when you were the biggest WAR fanboy on this site. Not trying to insult you just stating my opinion on the subject. Nothing you say or do is going to stop rampant fanboyism as it's been around longer than games have. You better just get used to it as it's not going anywhere.
Bren while(horse==dead) |
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Hm, Bren's right don't give out advice if you're not going to follow it yourself. I forgot; you were a huge WAR fan. |
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Originally posted by PatchDay
The problem with WAR, is not the game, it's nothing that could have been predicted. Empty servers. Barren Areas. Quiet community.
Beta was more populated, than release. That's what killed the game for me. I'll say it again, the reason i quit war, and why the community is generally leaving WAR, is because the game was designed for more people in each area, than what the servers upon release can support. And to add insult to injury, there were too many servers. It's a server/launch problem, admittedly a major major one. But the actual game was fun enough(i played in beta btw, and it's why i was so surprised it was like it was at release)
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just like to say: prior to wow you had UO, EQ1, SWG, and a few other games. EQ1 boasted almost 500k players, SWG 350k. hardly desolate in the mmorpg world prior to wow, and not all asians. |
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Originally posted by Bladin Heres the thing. Theres a big difference between having a few bugs, and being broken/empty. Let's look at wow. Servers were overcrowded, not a issue with the game The server system wasn't setup for that many people, a issue with the servers. A few bugged quests, to be expected A few bugged abilities, again to be expected.
Then let's look at AoC Servers crashed a lot, but since they instanced zones each instance crashed seperately hence leaving a illusion of solidarity. It's a release problem. Completely worthless classes, and almost every feat in the "talent trees" broken. Not acceptable. BArren levels which required grinding to get through. COMPLETELY UNTESTED/BALANCED CRAFTING SYSTEM. Utterly trashy and shitty itemization system. Bugged instances Terrible respawn times on quest mobs. No PvP systems in place(acceptable with wow, since it had a decent pve system). But AoCs PvE was terrible and broken also. Terrible world design. Huge Memory leaks.
Can you honestly say that AoC was okay to release like that? Just because of patches. It's understandable to release with some bugs, perhaps server issues. But the game itself should be whole and playable, with the majority in and working.(as wow was, again judging by the current mmorpg population, nobody expected wow to be as big of a hit as it was).
I'll say it again. Us as gamers don't have to accept crappy releases, and poor games. If developers can't cut the game on their budget. It's not our fault, and they deserve to fail. We don't NEED to put up with it. And look at WAR and AoCs floundering, Vanguards failure, etc etc. It's all proof of this. Well first of all you can not compare a VERY low tech game like WOW that copied Everquest to the tee.Therefore they had the game template no thinking there,then they used low tech,they would be total noobs to mess that up,so they had no excuses if they did botch it up. AOC tried a slightly different approach and designed there own game template ,they did not outright copy another game.They have a much higher tech,that means tweaking to get it runnable for many. I think the fact that so many players ripped through 50-60 levels so fast shows the game was ready,there is no doubt about it.First of all if it was not, then why the heck did so many power level so fast?would they not just leave the game if it was in such bad shape? Other factors are that WOW had only ONE game to compete with at there release unlike nowadays there are players that have a lot more gaming knowledge and far too many games to choose from.Also when mentioning about the WOW ordeal,you seem to forget that you already paid them once so adding it in later and charging you again is not good.It would not have hurt them back in the day because fans were not crying for more content in games and different types of games,they were all happy with the EQ clones.
It is a MUCH different world out there amongst MMORPG gamers than when WOW launched,it is like night and day.If WOW released today,everyone would be saying "WTF another Everquest clone"we need that like we need a hole in the head.They were lucky to get away with that back in the day. |
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Originally posted by Bladin
The problem with WAR, is not the game, it's nothing that could have been predicted. Empty servers. Barren Areas. Quiet community.
Beta was more populated, than release. That's what killed the game for me. I'll say it again, the reason i quit war, and why the community is generally leaving WAR, is because the game was designed for more people in each area, than what the servers upon release can support. And to add insult to injury, there were too many servers. It's a server/launch problem, admittedly a major major one. But the actual game was fun enough(i played in beta btw, and it's why i was so surprised it was like it was at release)
Okay fair enough. I think I'm clear now on that part of the topic. I thought you were saying fanboi's shouldnt even try WAR to begin with. It appears I was not clear on that point at all
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Originally posted by Wizardry
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Zorgo
Advanced Member
Joined: 12/05/05
Who did wrong? The advertiser hired to sell the game or the consumer who put faith in advertising? |
Here's my take. In this climate of mmo's I think reality will be the continued cycle of unfinished games. Why? The fact is that a development team generally speaking is not holding the purse strings. This means that the developers have to continually politic and shmooz the accountants to get more money to finish their game before release. This is a very very difficult sale. Let's say, taking an arbitrary number, that you know it will take 30 million dollars to fully polish your game. Would it be easier to convince the money holders 30 million now, all now. Or 15 million now, release game, game does well, invest more + the added bonus of sub $. If you were investing in a game, would you be more willing to lose 30 million or 15 million? That's the question. The profit margin is potentially the same. A fully polished game on release is a huge huge huge amount of money to gamble. No one knows what subscription numbers will be on release no matter how polished the game is. IMO, WAR is every bit as polished as WoW was on release, and judging by the hype and fanboism, it would have been very difficult for an investor to NOT see $$$$$ around the corner. Although WAR is doing well, it certainly isn't anywhere near the numbers hype would have had us believe it would be. How does that make an investor feel the next time they are asked for all the money up front? A little itchy to say the least. And it isn't just money it is also TIME. How much time has been invested in developing these 'unfinished' games? Vanguard was like 5 years. WAR like 3 years. AoC, what 3 to 5 years? dunno. Each of these games should have had more time to finish. Some say another 6 months or year, in VG's case it probably could have taken 2 or 3 years more, as it is still got huge big holes in it. So you also have to convince them to give you more money and that it could be 6, 7 years, maybe even a decade before they see any return on that initial investment. Tell me, what do you think the gaming business atmosphere will be like in 2018. If you think you can predict business trends in 'luxury' sales that far into the future you'd be crazy. And the investor would think you would be too. Therefore: Developers have a different tact. It is much easier to get enough money to get the game started, release it and then you have not only revenue coming in, but you can use those sub numbers (if they are good - and face it; the devs all think their game will do well) to get more financing. This is a golden solution for the people gambling their money on an unknown. They can invest a little money with the possibility of high returns while lowering the risk of losing the entire sum. --------- Now that being said; what investors have to become convinced of is that their risk of the game failing exponentially rises in relation to how polished the game is at release. But apparently, this isn't panning out in reality. The bean counters rarely care whether the devs are producing quality work. They are concerned with profitable work. So...from the gamers perspective? AoC and WAR may be a huge let down. But from the bean counters perspective, they have hundreds of thousands of people giving them 15 bucks a month. Gamers know that those could be millions of subs each month, if only the games were polished. But how do you convince the person giving up the cash that they are 'guarenteed' millions of subs if they just put up more money up front. If I had someone walk into my office and say, "I know for a fact that if you give me 30 million dollars now, I can capture as many subs as WoW", oh yeah, but youll have to wait 10 years". I would laugh them out of the office or they'd have to show me some EXTREMELY good data to prove their case. On the other hand, if they said, "I believe we have a game that could capture wow sub numbers, give me 10 million now, in 2 years we will release the 'core' game, and then you can see what you are investing in". MUCH easier to swallow. But I tell you what, if you are willing, give ME 30 million dollars. I guarentee you that in 10 years I will give you a fully polished game that will capture WoW subs. PM me your email and we can get the ball rolling. Not convinced? Now you know why we get unfinished games on release.
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yeah but if you were around of the WoW launch it wasnt the best launch, they still have to put out alot of patches and updates to improve there mistakes. if you look at the popuation of WoW in its first months it was quite small compared to now but after the first few patches the population increased. Played: Archlord, GW, RFO, Knight Online, Silkroad, WoW, Rappelz, shaiya, Flyff, Fury, Space Cowboy, Perfect World Beta, Rakion, sword of the new world, Linage 1 and 2, Savage 1
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Originally posted by skychain
The thing about wows release, was the servers were terribly laggy, but the actual game was there, it worked, it was A LOT of FUN. Despite the lag situation. The actual game itself was able to hold the population despite the lag issues. Why are there games with tons less lag on release, but hold far less retention?
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I think the most important thing to consider here as to why MMOs launch the way they do is RETURN ON INVESTMENT. MMOs naturally have a much longer development cycle than any single player title (unless you're Valve). Five years is about the average development time when you consider the pre-production stage; this is the stage no one ever hears about, because usually the title wont be announced until a quarter of the way into production (Pre-alpha - Alpha) and sometimes later. At the very least, it costs about 20 million dollars (and usually much more than that) to fund an entire MMO development cycle, unless of course you're an independent company who has very few employees with very few expenses. Game development companies are either funded through a publisher, (usually publisher, or both) a 3rd party investor (Venture Capital, Seed, Angel), and in combination with bits of revenue generated from previous games(if previous games exist). When thinking about revenue generated from previous games, we have to take into account for the publisher or investor (or both) cut on profits; this usually leaves the developer with a lot less than you would think.
So, to sum this up -- developers usually don't have a choice of when to release their game; the people who paid upfront to have this game developed want their return on investment as soon as possible. So why don't these influence pedallers (investors publishers) allow developers to continue developing until the game is content and feature complete? It's likely that waiting until the game is complete will increase profits gained over time, but they've (the investors, publishers) already spent millions of dollars on the project, and likely don't want to cough up more than they absolutely need to, so they rely on the ability to patch the game; the game launches, people buy it, and some people resubscribe = revenue generated. This eases the pain on the money suppliers, and even if the game releases too early and a portion of consumers decide not to resubscribe due to imperfections, the game in most cases will still sustain a decently sized player base to where eventually, profit is made. Examples: AoC Warhammer HellGate London EQ2 WoW
and the list goes on, just try not to jump to conclusions that it's always the developers fault, because in most cases it's not at all.
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Zorgo
Advanced Member
Joined: 12/05/05
Who did wrong? The advertiser hired to sell the game or the consumer who put faith in advertising? |
Originally posted by Bladin
Exactly. I had a brand new Porche. It was a great car. It didn't have a steering wheel though. But just because it was undrivable didn't make it a bad car. The car was all still there, you just couldn't drive it. I see all these other people driving their cars the day they bought them, but not me - who cares though the car is still great. -------------------- This is simply ludicrous. Who cares which part of the Blizzard operation screwed up. Just because the game was there and 'finished' as you say didn't make the game any more playable between the queue and server issues. It is still a failure on the part of the business that brought you the game - just as you say 'unfinished' games are. If you can split hairs when it comes to WoW, then you see why fans of other games allow themselves to 'split hairs'. And just because your issue pisses you off, it doesn't mean you should gain control to decide what should piss off other gamers. They will split their hairs the way they choose, just as you have done. Its a free country. I'm sorry, I don't mind the 'unfinishedness' of games nearly as much as you do. Nothing you can say will ever convince me of it. I simply don't feel sorry enough for your bad experience to change the way I spend money and enjoy my time off. And you even point out that these 'unfinished' games are playable day 1 without the same server issues and queue issues WoW had. Y'know why? Because these companies learned from Blizzard's huge FAILURE at launch. I couldn't play WoW for 2 and a half weeks after release. And I had just paid them 50 bucks for the game and put my credit card in for 15 more bucks after my first month. I did not receive services I had paid for until 2 and a half weeks after I was suppose to get them. That is every single bit as valid an argument as yours. You don't just pay for a finished product, you pay for a playable product. Your paying for their servers too. And btw, I told you to wire me 30 million dollars and in ten years development time I'd give you a polished finished mmo. Haven't heard from you. Are you still skeptical you'd get your money back? It'd be polished. It'd be finished. So give me 30 million dollars. Or are you starting to understand why developers are having a hard time convincing their bean counters? |
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I agree with the OP. I wish these new mmo's would quit shooting themselves in the foot. It's like the people at the top are completely clueless at the crap condition they are releasing their games. Either that or they know it's crap and are just hoping to sell boxes.
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Originally posted by Zorgo
Exactly. I had a brand new Porche. It was a great car. It didn't have a steering wheel though. But just because it was undrivable didn't make it a bad car. The car was all still there, you just couldn't drive it. I see all these other people driving their cars the day they bought them, but not me - who cares though the car is still great. -------------------- This is simply ludicrous. Who cares which part of the Blizzard operation screwed up. Just because the game was there and 'finished' as you say didn't make the game any more playable between the queue and server issues. It is still a failure on the part of the business that brought you the game - just as you say 'unfinished' games are. If you can split hairs when it comes to WoW, then you see why fans of other games allow themselves to 'split hairs'. And just because your issue pisses you off, it doesn't mean you should gain control to decide what should piss off other gamers. They will split their hairs the way they choose, just as you have done. Its a free country. I'm sorry, I don't mind the 'unfinishedness' of games nearly as much as you do. Nothing you can say will ever convince me of it. I simply don't feel sorry enough for your bad experience to change the way I spend money and enjoy my time off. And you even point out that these 'unfinished' games are playable day 1 without the same server issues and queue issues WoW had. Y'know why? Because these companies learned from Blizzard's huge FAILURE at launch. I couldn't play WoW for 2 and a half weeks after release. And I had just paid them 50 bucks for the game and put my credit card in for 15 more bucks after my first month. I did not receive services I had paid for until 2 and a half weeks after I was suppose to get them. That is every single bit as valid an argument as yours. You don't just pay for a finished product, you pay for a playable product. Your paying for their servers too. And btw, I told you to wire me 30 million dollars and in ten years development time I'd give you a polished finished mmo. Haven't heard from you. Are you still skeptical you'd get your money back? It'd be polished. It'd be finished. So give me 30 million dollars. Or are you starting to understand why developers are having a hard time convincing their bean counters? Then why don't they retain/grow from release? But rather lose more then 70-80% of their box sales in subscribers and then never grow?
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I agree. Its all hype hype hype until it releases and then all fanbois defend their game. They spend so many years developing and the simplest things go wrong. See WAR.. world of scenarios online. No anti aliasing by default and horrible performance. |
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