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7/19/11 5:46:50 AM#21
Originally posted by jpnz It is not false. Doing ONE raid and raiding is totally diffrent things. I googled but I cannot find it now but I remember WoW developer stating that around 20% of subscribers actively raid. That corellate with my experience in various themepark games, I usually was in very casual guilds , but at same time I usually was in raiding alliances consisted from ppl from various guilds. Most people that I knew and played with didnt raid at all, or even if they joined a raid (when my alliance needed 1-2 more ppl) almsot all of them havent expressed interest to raid more than very casually (like 1 a month). Most ppl don't have time or don't want to book their time 2-3 times a week for whole evenings. Not to mention to spent time to grind for consumeables ,follow raid guild/alliance rules ,etc. Besides WotLK was long time ago, I am under an impression that traditional tiered raiding , got old since then.
Comparing single players game to mmorpg is bit missed imho. Publisher of SP don't have to keep you interested after you buy game , of course there are DLC's but that is not source of main income , in SP game.
I think that mmorpg's if they want to sustain subscribers population they HAVE to provide VARIOUS activities. Not just raids, instances and daily grind quests.
There are more ppl playing mmorpg's now than 5 or 10 years ago. Playerbase is diffrent as well. So imho developers should cater not only for raiders who just want to level cap as soon as possible and start raiding , but also to diffrent players. Those who enjoy questing , those who like exploring , those who like crafting , those who like socializing , those who like to pvp. |
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7/19/11 6:11:47 AM#22
Originally posted by chelan Well, I'm still fairly new to coding but enjoying the ride so far and all the more appreciating the development process to be more and more complicated as I learn more about it, in fact. Interesting points above, but as stated, these engines are like any other part of the economy, getting different companies to specialize in different niches to speed up delivery and efficiency therefore having a competitive advantage through cutting costs leading to, in this case, more competitive implementations of mmos for different types of gameplay. So yes, I still still think MMOs are in the process of long development, exacerbatingly so compared to any other game development (hence I'd doubt for the immediate future I'll ever attempt an mmo personally until eg Unity and such like can help me along ; ) ) But that said, even if you take these engines the concept is possible to produce a good mmo out of them one way or another and that is what reducing risk and dev time will tend towards, I'd say. Ok, your argument is good that these engines limits are indeed a problem for looking for something different but the trend is "ENABLING" I'd say in the mmo industry towards better times ahead if the huge cost and develoment can be snipped downwards? That is the massive problem with MMO development atm, that high risk does not lend to innovation and subsequent lack of excitement from the forum users here, for new MMOs? |
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7/20/11 12:05:30 AM#23
Originally posted by MumboJumbo i agree with your last paragraph there wholeheartedly. i do think there is more than likely 'fat' that can be trimmed on the development time of things. but where exactly in that process, i'm just not educated enough to know. "There are at least two kinds of games. |
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7/20/11 3:37:35 AM#24
one thing is for sure, the last wave of triple A MMOs with short and rushed out development cycles nearly killed the MMO genre, almost burying it under a 10km high pile of horse shit.
Im totally willing to give long development cycles a chance, the alternative has proven to be beyond ridiculous...
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7/20/11 3:52:01 AM#25
Do you care to actually name them? |
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7/20/11 4:11:32 AM#26
I've often wondered if MMOs would be much more successful if they cut way back on graphics, voice-overs, etc, to focus more on gameplay - not just for gameplay's sake, but in so doing, they wouldn't be so bogged down, unable to change due to the vast amount of resources used to just get where they are. They could be much more portable, flexible, adaptive. Dynamic.
With the much lower overhead of a shorter development cycle, and fewer employees needed, it would be a lot easier to turn a profit, too.
Look at the success of browser games like Runescape, or Facebook games like Farmville. How important is it really, to stay at the cutting edge, graphics-wise? I think its important for some genres, but MMOs just sacrifice way too much for it. When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world. |
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7/20/11 4:27:17 AM#27
Originally posted by Sagasaint There's a few problems with Long Development Time. They remind me of eg: http://en.wikipedia.org/wiki/Five-year_plan eg China: "These tasks were not successfully carried out during this time." eg Soviet Union: "Several five-year plans did not take up the full period of time assigned to them: some were successfully completed earlier than expected, while others failed and were abandoned. Altogether, there were thirteen five-year plans." & http://en.wikipedia.org/wiki/New_Deal#Prolonged.2Fworsened_the_Depression To cut to the chase: Large/longer development of mmos --> More things can go wrong, already high spending (eg >$30m etc) beyond budget, content/planning can be harder to control eg: http://www.gamasutra.com/view/news/35879/Opinion_On_Time_and_On_Budget.php eg WAR: Cut several capital cities content, 2 classes and other features that never made it in. eg Climax orinally developing the IP: The Game Archaeologist and the What Ifs: Climax's Warhammer Online
We want to assure fans that we won't be rushed in this, and we won't release a game that does not meet all the strict quality criteria we place upon ourselves and placed upon us by the guys at Games Workshop."
Not to say MMOs must be rushed or that they do not need longer dev time but that it's a high risk venture -> |
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Kyleran
Bitter Vet™
Joined: 9/13/06
Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV |
7/20/11 9:01:30 AM#28
OP raises a good point, many of today's up and coming MMORPG's were conceptually developed 4-6 years ago, and it's taken this long to bring them to market. But the customer base has rapdily evolved in many ways, as pointed out by the many new social networking tools in the OP, and perhaps in one way its changed is its taste for MMO's. What if the market actually is totally burned out on the standard theme park model. Sure, they'll play it, but won't stay with it for any length of time. That would explain the rather lukewarm reception given even well polished titles such as Rift, we're just tired of more of the same and can't play yet another game designed like this for a long period of time. Now, it's possible to change/modify the focus of an MMO after it's underway, however Tabula Rasa is a good example of the risk a team takes in attempting to do so. So there probably is a real need for the industry to figure out a way to get an MMO done in 3 years or less from concept to release, without taking the quality/feature shortcuts that we saw in Crytpic's titles STO and CO. Perhaps its not physically possible to do so, but perhaps its just a matter of someone needing to come up with some out of the box approaches. We're facing the same issue where I work. Right now we're locked into regular, but long (36 weeks) development cycles and we're working on ideas to reduce this so we can deliver more features without a corresponding drop in quality. (its a challenge for sure) And what we build is nothing close to the complexity of a MMORPG. "What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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7/20/11 9:05:23 AM#29
Quick - Cheap - Quality - Pick two.
That's the problem all companies have to decide on its that simple. This doom and gloom thread was brought to you by Chin Up™ the new high caffeine soft drink for gamers who just need that boost of happiness after a long forum session. |
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7/20/11 9:05:48 AM#30
Originally posted by Kyleran I think that sums it up, someone needs to rethink the process and somehow shorten the cycle. Unfortunately I think the initial attempt at this will just to be releasing games in even more unfinished states and then developing side-by-side with players actively paying for and playing the game... but that sounds like a huge risk. "They essentially want to say 'Correlation proves Causation' when it's just not true." - Sovrath |
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7/20/11 9:56:02 AM#31
when i first read this i got kind of mad at the OP TBH... but then i read answers and thought about it again and 6 years is kinda long... not only do graphics,quality,sound,even mechanics change but so do peoples minds... even developers... but i will say it goes to show that taking time on a game pays off (EQ)... no other game ive played comes close to the immersion of EQ's world,lore, or customization... as people have said before consumers type of gaming changes... people hated waiting for boats or dieing and corpse running, zoning, etc. etc. that EQ had to offer after WoW came out and took away all that... made it easier for gamers to get right back into the action... EQ made you think up a game plan to taking down a mob, or group up to increase your chances of success... not saying WoW doesnt do that but its alot easier.... EQ didnt care about how hard its game was for a long time... but as my favorite goblin quote from WoW goes "time is money friend"... all gaming companies follow this to a T now... its sad... as long as they can make their quick buck they are happy... so they will keep releasing sub par games... we as gamers need to put a stop to this... tell them to release games where we take on a challenge... i dont like killing non-stop to max level to enjoy the game... give us a huge world to explore, random quest givers without the "!" over head... give us fun spells/skills that dont do anything but make us laugh... make us group more and give us Incentive to do so... give us low-level/ mid-level raids that max level character cant participate in (Lady Vox from EQ)... give us more than two factions also... idc if i have to zone for 30-60 secs. to get to another area... make my world huge and make me feel like i am in a different world... please USE your time wisely and make a great game... sorry for going on and on fellow gamers :) |
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7/20/11 11:35:04 AM#32
Change in game 2004 DX9-2011 ABOUT 99% still DX9 so not much have changed in all these years in gaming:P Example 2005 DX9 mmo World of warcraft released playable on pc's from early as 2002 this still posible in 2011. Swtor DX9 will almost be playable on 2002 pc and looks about same as WoW. Standstill in gaming industry for nearly 8 years:( 51% still on the rediculous OS version XP Microsoft did something teribly wrong along the timeline:P PC can handle Full HD 25xx resolution super realistic graphics but gaming industry standstill at ancient 2004 DX9 graphics. |
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7/20/11 11:56:55 AM#33
Originally posted by sungodra We've seen what happens when Dev time is chopped to make the venture capital happy (AoC or WAR, anyone?) Given the big-name failures of recent times, the only sensible course of action is to keep working on it until it's done. Gamers are expecting the WoW-Killer. Expectations that high are impossible to live up to, but at least they have enough integrity to give it a real effort, and not half-ass it. Ignore the nattering of beldames, enjoy whatever you like. |
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7/20/11 4:06:02 PM#34
Originally posted by Calerxes
Thing is, there are different ways to make it quicker and cheaper. There are all different ways to cut corners, sacrificing quality in very different ways.
For example, just look at WoW. Its low-poly, low texture size graphics weren't just about making it accessible to more players, but also made it a lot easier for Blizzard to add content and make sure it was polished. By aiming lower in that respect, they were able to put out what most would consider a higher quality product overall. More quickly, and more cheaply.
They chose not to be particularly innovative, that's besides the point, but for what it is, I bet they had plenty of development time/money to make sure it was solid, due saving huge amounts by cutting corners in terms of graphics.
It's funny how few devs copy them in this respect. Games like SWTOR, people calling a WoW clone already, but they went in the completely opposite direction, making an immensely bloated product that's insanely expensive to polish and add content to. When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world. |
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7/20/11 4:12:54 PM#35
Originally posted by Calerxes Great observation.
Another factor I see in this is obsolescence. With long development times it is very difficult to produce an MMO that isn't obsolete by the time it gets released. The graphics bar keeps raising so quickly that a 5 year development schedule will produce a game substandard to what is current. |
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7/20/11 4:18:19 PM#36
Originally posted by Kyleran Not gonna happen anytime soon, at least with the current technology we have. Most console games have a two year development cycle, and that's acutally cutting it short. An MMO by design NEEDS a longer development time just because of the sheer scope involved. Developing an MMO in under three years would be like trying to condense the entire Dark Tower series into one film. You could do it, but you'd have to cut out so many things that it would be pointless. |
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7/20/11 4:21:47 PM#37
Originally posted by Vhaln What people tend to forget is that World of Warcraft engine took alot from Warcraft III engine. Maybe some younger players don't know but Warcraft III was VERY succesful rts. Hugely popular and well received. World of Warcraft used parts of graphic engine from Warcraft III , also whole style graphic style was very similar. Not to mention WoW initial popularity was also possible because of W3 to some degree. WoW was made on very popular IP, released shortly after huge success of game on the same IP, polished as most of Blizzard products and providing more streamlined experience than previous MMO's. Not to mention that competition was smller than now in MMO genre. Imo it is almost impossible to repeat that big of a success atm. Especially by copying 7 year old ideas. |
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7/20/11 4:37:54 PM#38
Originally posted by Sulaa
Are you suggesting that WoW was able reuse assets from this? As for copying its success, I'm not talking about that. I'm just refering to their development approach, and why it resulted in a basic quality product. Why it became so successful is a whole other issue. The quality/cost/speed probably helped, but I know there's a lot more to it than that, and I'd be the last one to suggest anyone should be aiming for similar success.
I think EVE makes another good example. It's so graphically lacking, people compare it to playing a spread sheet. Instead of low quality graphics, they just stayed very focused on making it all about the ships flying through space. No need to render the inside of space stations, planetary surfaces, or even people. Not the most popular approach, and yet its been a lot easier for CCP to polish it, and keep building on it - which has probably had something to do with their success as well.
Am I saying "copy EVE" now? No, I'm just saying there are different ways to save time and money than putting out an unfinished mess of a product. When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world. |
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ThomasN7
Hard Core Member
Joined: 3/17/07
"Had to be me. Someone else might have gotten it wrong.” - Mordin Solus |
7/20/11 4:45:51 PM#39
I bet if we had much better mmos noone would care how long it took to make. Sadly not many people are successful at making mmos. |
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7/20/11 4:47:34 PM#40
Originally posted by SaintViktor I would say the two are related. Let's face it: the companies making "MMOs" these days (and I use the term loosely) are absolutely terrible at it, leading to both long development times and terrible gameplay and/or design choices. |
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