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9/25/12 10:17:27 AM#61
Originally posted by VengeSunsoar This. Also, the OP has mininterpreted the definition of niche. The use of the term "specially" indicates it is not broad or general in nature. Other wise it wouldn't be special in anyway. MMO's have a broad following, open world PvP with full loot is a niche inside that broad following.
Also this reminds of me of the reportor who, when Nixon won, commented to the effect how could he win? Everyone one I know voted against him!! For the low information voters in the crowd, if you only hang with the Darkfall crowd, then of course 99% of the gamers you know like OW PvP... |
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9/25/12 10:39:43 AM#62
Originally posted by Kasmos Kasmos, I tend to agree with you that I believe the market for this type of game is being underestimated. Developers/Publishers build products not based on what the market actualy is...but on what THIER PERCEPTION of the market is. It's really hard, even for companies that spend a ton of money on market research to get a good handle on the market. If it wasn't then we'd hardly ever seen products released that underperform... clearly that's not the case. For quite a number of years now, Publishers/Developers have been blinded by chasing after the same markey segment that WoW holds, which is admitedly pretty huge as far as the MMO audience goes. That's no different then when Movie Studios or Single Player Game Studios try to chase after the same audience that a prior Blockbuster has captured by releasing a new title with similar qualities. However, they made (IMO) a critical miscalculation in that MMO's unlike Movies or Single Player Games don't have a short shelf life, where people are "finnished" with them in a couple of months and are ready to move on to a new iteration of the same thing. They are alot more similar to long term Service industries...like where you get your haircut, where you get your taxes down, car repaired, etc....in that if a customer is generaly satisfied with the offering they are going to tend to stay with that offering year after year, unless the new offering coming out is VASTLY more compelling then what they are used to using. In other words that meant that every new game that came out aimed at the same target audience as WoW was going to have to compete with WoW for that audience...in essence it would have to offer a vastly better WoW then WoW itself...not an easy thing to do by any stretch of the imagination. Clearly that was a tough market for any new product to compete in. Even if the conventional wisdom is correct and it's by far the largest segement...it's still a finite market....and with the amount of competition for that market any new entrant in that market is going to have to fight very hard for audience share. I believe the lesson that Developers may have finally begun to learn is a pretty basic business lesson (amazing that it took them so long to recognize it), in a heavly saturated market, your best chance for success is to look for a market segment that is currently underserved and find a way to deliver a product to them in a profitable manner. In other words, there is nothing wrong with targeting a "niche" audience as long as that "niche" is large enough to sustain a game and still make a proffit. I think "sandbox" easly qualifies for that...and I think you are starting to see some developers recognize that. Note there is a tendecy here among posters on mmorpg.com to dismiss ANYTHING that doesn't match thier exact preferences as a "tiny minority" or "niche" because they have anxiety that fewer offerings will be available within thier prefered preferences if Developers see anything outside those preferences as viable enough to target a product at. Sad but understandable. |
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9/25/12 10:41:36 AM#63
You can't talk about "hardcore sandbox" without defining it. Your sandbox might include FFA PvP with perma-death, while mine includes a smattering of missions, no PvP and a small death penalty. Can't even have a decent discussion unless you establish parameters. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
9/25/12 10:42:26 AM#64
Originally posted by Felheart5 Massive single player following for years, but barely any interest in The Sims Online. Minecraft is another example of an extremely popular single player sandbox experience but only limited interest in anything multiplayer beyond small group and immediate friends/family.
filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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9/25/12 11:01:30 AM#65
Originally posted by Sovrath You could say the same is true for pretty much ANY product...including Themepark Games.... - How many people bought and played WoW because it was set in the Warcraft Universe and they were fans of the RTS series. - How many bought it because it was heavly advertised and happened to be one of the few MMO's around at the time they got reliable broadband internet access? - How many people bought it because thier school buddy Ben was playing it and they wanted to hang out with thier buddy. - How many people bought it because they saw Chuck Norris and Mr. T. on TV? - How many bought it and play it because they enjoy the unique irreverent humor it features? - How many bought it and play it simply because it IS a well done game, regardless of it's style? - How many bought it and play it simply because it's the only MMO they've really heard about or known...and it's familar to them? I mean clearly WoW is immensely popular....but by the same token you've raised it's kinda hard to quantify exactly how much of it's popularity is due to it specificaly being a "linear themepark" rather then some other factor? P.S. It may surprise you to note, that I generaly consider myself a "sandbox" fan and many people might consider me "hardcore". I bought and played vanilla WoW for about 1.5 years, I enjoyed my time there. I don't really have anthing bad to say about it....but I bought and played it INSPITE of the fact it was a linear themepark not due to it. It simply was a well done game. I probably would have enjoyed it more and played it longer (and definately that holds true for LOTRO) had it featured more "sandbox" elements. Edit: Does the fact that I bought and played WoW and LOTRO make me a "linear themepark" fan? Or does it simply mean I'm willing to play them, even if they don't match my preferences, if other factors are sufficiently present?
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9/25/12 11:21:38 AM#66
Originally posted by VengeSunsoar VengeSunsoar, I think the larger point he's making is that there is an "accepted common wisdom" factor where many people in an industry simply assume something is true because it's what they've seen so far......and therefore it creates a bit of a self-fullfilling prophecy effect where an industry resists change for awhile until something comes along and smacks it in the face to challenge it's preconcieved assumptions. Taking the longer view, we've seen this time and again in history... - Oh those new fangled horseless carriages will never replace the buggy. - Oh TV will never supplant radio as a medium. - Oh PC's will never become more popular in industry then mainframes. - Oh this internet thing is just a novel niche that only appeals to a limited audience of academics and nerds. Etc.... It's easy to understand the common Perception of something is, it's really hard to understand just how well that Perception matches up with reality.... especialy true with something as fickle and complex as human tastes and preferences in entertainment. |
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9/25/12 11:29:49 AM#67
Originally posted by Quirhid Well according to recent quotes from Smedley , he wants to start adding more "sandbox elements" to his future releases. If that's true it sounds like the OP's hunch is shared by someone with significant ability to ACT on it. I'm also seeing alot more "sandbox" oriented games on the horizon, some of them backed by significant business entities ...for example Pathfinder Online and relationship with Paizo Publishing.... You know the PnP game company who's product is actualy beating out Wizards of the Costs D&D offering currently. |
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Tardcore
Apprentice Member
Joined: 9/13/09
"A strange game. The only winning move is not to post." |
9/25/12 11:32:20 AM#68
While I'm sick of these "Candyland" themepark games. And while Shadowbane is still my favorite MMO of all time. I empahtically disagree that sandbox MMOs must only be hardcore, FFA, full loot games to be successful or fun. Just giving players the option to make their own mark in the game world would be amazing. IE let them control and work a resource mine, build a village, create a trade hub, etc. Instead of just running around like a dazed fat kid at an amusement park, gobbling up all the sweet stuff and riding the same rides over and over again until they puke.
"Gypsies, tramps, and thieves, we were called by the Admin of the site . . . " |
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VengeSunsoar
Elite Member
Joined: 3/10/04
GRIND DOES NOT EXIST. IT IS ENTIRELY YOUR PERCEPTION. |
9/25/12 11:41:01 AM#69
Originally posted by GrumpyMel2 exactly and thats what I'm arguing. Is that actually happening. He cited Terminator and sci fi movies as evidence that that does happen. I stated it didn't happen then, I'm not sure it's happening now. In all the cases you mentioned I'm sure there was someone somewhere saying it won't happen but what the people/developers/business people as a whole thinking? What was the market thinking. Just because an individual or even a collection of individuals think that something could never happen, is there actually "many" that do, or is it actually their thinking that "just not right now", or "it may be there but we need more credence to justify the cost" I think when you get right down to it, there are a great many people/perhaps the majority who think there is a market for sandbox, however each design decision reduces the number of people that will play that particular sandbox. Lets play with some made up numbers just to illustrate a point. North America ha 50 million MMO gamers. 60% are f2p 1. Your subscription model cuts your audience down by half. now there is only 25 milliion. 2. Pvp? Down by half again 12 milion and in there if you say ffapvp, I say that cuts you down to less than 1 million right off the bat. 3 casual friendly or grind fest? 6 million 4. Can it be soloed or must there be a group for everything? 3 million 5. Loot drops? yes? Crafting better than loot. What reason to adventures have to go hunting, what reason do crafters have to try and bulid a market. 1.5 million. 6. How good are the graphics? 1 million ... So by the time the game is actually made and released there may only be a market of 500,000 to 1 million that will actually even try your game, of which you will need a good chunk of those people to stay and actually play something. I heard somewhere that the best retention is only about 30% of all the people that tried WoW stayed for longer than a month. This is what needs to be shown to developers to justify spending 50-100 million on a game. Right now several themparks have shown they can sustain 200,000 plus subscribers/players out of a total of 50 million and they require that much to justify the cost. A sandbox will have to do the same to justify the cost of developing. And 2 games out of the 15 year history of gaming doesn't lend that very much support right now. A developer would be smart to do what Eve did, don't spend 50-100 million, spend 10-20 million (Eve didn't spend that much but translate into today's MMO dollars). However what would you sacrifice? and would that sacrifice kill the game? I'm not sure but am not positive about the answer.
You know, in ancient Egypt. One of the hieroglyphics on the walls of the pyramids actually says 'I am upset as my heir will ruin my kingdom' or something to that affect. This is 5000BC stuff and you know what? Nothing has changed. :P |
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9/25/12 11:41:43 AM#70
Originally posted by GrumpyMel2 I wouldn't disagree. But that's my point. You can't say that the reason anyone buys a product is becuase of "x". The point of this thread is that "the hardcore sandbox niche is not small". One then holds up skyrim and my experience with a few people who play skyrim is that most of them DON'T like the open ended game play. Granted a few people doesn't a smoking gun make. But I find it telling that people I meet outside my circles complain about the open nature. so wouldn't a better example be a game that is an open ended sandbox where the average person touts that very feature? I can't buy into an example when there are too many other variables that come into play. This is also one of the reason why I don't agree with people who point to WoW and say "look, there are millions of players in WoW who would readily jump on X niche mmo game if only they were shown the light". Though there is crossover (venn diagrams!) the hardcore wow players are hardcore wow players. They aren't necessarily mmo players. And again, my experience with the average everyman who plays wow shows me that they have no idea as to what other mmo's are out there. This is not to say that WoW hasn't brought people to the genre who might be interested in other games. But it's not like 10 million people are buying each big mmo that comes out. It's usually more like 1 million ish for the large titles. So that leaves a huge segment of WoW players who aren't really that interested in other mmo's. I would say the fact that you purchased WoW and LOTRO does mean that you either like parts of linear themepark games or that the downsides of a linear thempark game aren't a detriment to your enjoyment. Which is your second statment. Which is all the more reason to note that any game that is purchased might have people who are not there for a particular defining aspect. You would have to show me a hardcore sandbox game where million + people purchased precisely because of the sandbox/open nature. But I don't really see 1 million + players interested in these sandbox mmo games. Or more reaslistically, talking with average people outside yoru circles who all seem excited about the open sandbox nature of it. Not excited about the game because it's fantasy or because of the IP.
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9/25/12 12:10:08 PM#71
@Sovrath, the point I was getting is that your arguement that it's difficult to look at the "sandbox/themepark" factor in isolation, which you very aptly make, cuts both ways... It means that the OP doesn't have reliable data to support his assertion that it's "not very small". But by the same token... Those who have made assertions that IS very small also don't have reliable data to base thier assertions on. The only thing that one can reliably contend when one doesn't have a way to isolate the data so that it can accurately be measured is that it's size is UNKOWN.
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Dewm
Spotlight Poster
Joined: 5/29/09
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
9/25/12 12:22:04 PM#72
Has anyone heard of a book called "the 5000 year leap"?
I think of WoW this way, with its player base.. If WoW has been like all of the other themeparks to come out, the average population of a themepark game today would be around 300k But WoW was the hit it was for whatever reason, and brought in millions and millions of themepark fans into the genre.. so now we have a very lopsided playerbase.
I think overall there are the same (roughly) amunt of people that would enjoy a really good sandbox MMO... but so far the sandbox genre hasn't has its "5000 year leap" so we are evolving much much slower. |
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9/25/12 12:24:14 PM#73
Originally posted by GrumpyMel2 YES! |
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9/25/12 12:28:43 PM#74
VengeSunsoar, I actually agree with you. I think the best bet for pretty much any developer right now is to go in with a much smaller budget aimed at a targeted audience and build up his maket from there. I think that's something along the lines of what PFO and several other MMO's in the works are doing. The thing, I think, it's important to understand about number of "successfull" themeparks vs number of successfull sandboxes is to look at the PERCENTAGES and also try to isolate for other variables. Yes there are considerably more themeparks then sandboxes with high subscriber bases.....but how many AAA sandboxes have been released compared to AAA themeparks? Going strictly by PERCENTAGES your odds of being "successfull" with AAA release statisticaly are probably higher with "sandbox" then "themepark". Most of the sandbox's released in recent years that have done poorly have been underfunded titles made by small, inexperienced studios. If you look at themeparks in the same category...I don't think you see those produced by inexperienced studios and underfunded doing markedly better, do you? I'm not really trying to content that the "sandbox" audience is large or small...though I have a suspecion that it's being underestimated. Mostly I'm trying to contend that it's size is far less well determined then most people assume it is.
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VengeSunsoar
Elite Member
Joined: 3/10/04
GRIND DOES NOT EXIST. IT IS ENTIRELY YOUR PERCEPTION. |
9/25/12 12:29:53 PM#75
Originally posted by GrumpyMel2 Except the OP did not point out any data at all, reliable or not, that shows any indication that the sandbox crowd is large. He just stated that it isn't small. The people who are saying it is small can at least point to the several dozen sandboxes that are out right now of which only 2 has ever broken 300,000 subscribers and use that as credence to their claim. Now the reliability or credibility of this is still open to debate however the OP did not present anything. edit - I actually think sandboxes can do better subscriber/player wise than the currently are and it will take a bigger budget game to make that happen. I myself, even if I had the money, just couldn't justify spending 50 million to make it without more data. You know, in ancient Egypt. One of the hieroglyphics on the walls of the pyramids actually says 'I am upset as my heir will ruin my kingdom' or something to that affect. This is 5000BC stuff and you know what? Nothing has changed. :P |
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9/25/12 3:16:08 PM#76
No matter how bad the game is. If it is the only game for the genre and you love the genre you should be playing it. So why are you not playing the several hardcore sandbox on the market right now instead of whinning that they are not AAA. |
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9/25/12 3:16:22 PM#77
Originally posted by GrumpyMel2 Smedley is a poor authority to pull. He remains a one-hit-wonder unless he proves otherwise. And the Pathfinder Online... well taking into account that their "tech demo" wasn't a tech demo but a weird clip showing them talking about what they want to do (not even how they want to do it). I am not convinced and I don't like to be mislead. Sandboxes have been subpar nearly across the board. Devs make all sound fantastic but the day-to-day, play-by-play gameplay is shit. Sandboxes are synonomous to poor quality which make them appealing to even smaller audience they could potentially have. Investors are not interested. If I would have to put my money on some sandbox dev, I'd put my money on Zombie Labs or CCP. However, Zombie Labs' is somewhat exotic and risky being a zombie survival FPS for consoles and CCP is notorious for unfinished delivery. Jeff Strain, now that's a proper veteran game developer. Smedley my ass... Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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9/25/12 3:54:11 PM#78
look up minecraft numbers. then take it times 2 or so for how many people pirate the thing or just play the demo.
some mods have practically turned it into an mmo.
it's proof that there's a wide market just waiting for a good sandbox mmo. |
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GeezerGamer
Advanced Member
Joined: 4/03/12
Who ever said "Familiarity breeds contempt" didn't have an internet connection. |
9/25/12 4:20:33 PM#79
Here is the problem with Sandboxes. FFA PVP. Not that it, in and of itself, is a bad thing. But the way it's incorporated into MMOs is. It only serves combat orinted characters. What about the merchants? What about the crafters? They are left going WTF? Now, Imagine a system where you have a mercahnt who can do a "FFA PVP" attack based on the specialty of thier trade. Oh, sure you combat profs can corpse camp all day long, but then he goes and begins a hostile takeover of your stuff, and if he is able to pull off a successful market attack, can loot something from your bank. Or something along the lines where they can use their areas of expertiese to bring to bear against other players. THEN, we'd see how a real society with concequesnces players can't control in a mob rule setting pans out. People would think twice about pissin off anyone at any time with a real fear of retaliation. If the conversation turned "Tit-for-Tat", and I've stopped posting, Consider it your win. |
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9/25/12 4:47:15 PM#80
Originally posted by adam_nox Like many have already pointed out. Sandbox MMOs are far from single player sandboxes. Often the other players ruin your experience. Also, many SP sandboxes wouldn't work in a multiplayer environment. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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