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Michael Bitton: Two ‘Failures’ and the Sandbox Revival
Could the sandbox sub-genre of MMOs be set for a revival of sorts? How did the relative failures of both Star Wars Galaxies and Star Wars: The Old Republic play into the state of the sandbox MMO? We discuss it all in this week's column.
Column By Michael Bitton on August 08, 2012

Call me crazy, but I feel we may be approaching a revival of the sandbox MMO in a big way, and the two major Star Wars MMO launches (and subsequent ‘failures’) may have both played a pivotal role in the direction of the next era of MMOs.

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Star Wars Galaxies, bugs, issues and all, was largely regarded as the ultimate sandbox MMO before it underwent some serious changes that ultimately lead to the dreaded New Game Experience. We know the story by now, but let’s recap the basics just in case a couple of people have been living under rocks...

Despite huge amounts of hype, the money-printing Star Wars IP, amazing graphics for its time, and a bevy of different gameplay options, Star Wars Galaxies topped out at around 250,000 subscribers. How could this be true? All the moons were aligned for the biggest smash success in the history of the genre, yet just over a year later Blizzard’s World of Warcraft launched and turned the whole thing on its head. SOE reacted to Blizzard’s success by essentially relaunching the game with a World of Warcraft-esque design in the pursuit of similar success. Rushed and poorly executed, the plan didn’t work, and ended up completely alienating the game’s core subscriber base at the same time. SOE basically killed its own game.

We know this sad story all too well, and so does SOE, but it was likely this failure of such a high profile sandbox game combined with the unprecedented success of Blizzard’s World of Warcraft that has relegated the sandbox MMO sub-genre into a niche over the last few years. If SOE couldn’t get anywhere near Blizzard numbers with a sandbox game and the Star Wars IP, why should anyone else even bother? And thus the next couple of years saw the release of many ‘themepark’ MMOs featuring linear quest-driven content that was quickly consumed by players, often resulting in even faster subscriber turnover due to players’ voracious appetites for content and the increasingly fickle sense of loyalty gamers show any given title.

The aforementioned issues with the themepark model, personal preferences aside, came to a head with the even more hyped launch of Star Wars: The Old Republic. This time we would have a Star Wars MMO that from the ground up was cut from the mold Blizzard made, but it would have the money of EA and the talent of BioWare, who were responsible for the beloved Star Wars: Knights of the Old Republic SRPG series (among many other classics!) behind it. How could things go wrong?

I’m not going to get into all the particular criticisms people may have with SW:TOR, but suffice it to say many people didn’t want to pay to play the title. One of the most prevalent criticisms coming from those who actually did play and enjoy the game up to the level cap is that there wasn’t much to do once there. BioWare followed the World of Warcraft model, but put a bit too much stock into their story, hoping players would see reason to re-roll alternate characters enough times at level cap to make up for the title’s somewhat deficient endgame content. No one could possibly hope to compete with roughly seven years of content updates to World of Warcraft with the launch of a new title, and so the same song and dance of the last couple of years essentially played out once more.

Players quickly consumed the game’s admittedly much easier endgame dungeon and raid content and that was the end of that. The difference was that, again, this was a Star Wars game with tons and tons of excitement behind it. The tumultuous months since SW:TOR went live have played out on a much larger stage. After all, the bigger they are, the harder they fall. Imagine if World of Warcraft had gained as many subscribers as it did in the first one or two months and then nosedived hard. It’s no surprise that we’re all paying so much attention to the events of SW:TOR.

The thing is, I feel that Star Wars: The Old Republic’s failures are symptomatic of a larger issue: themepark games just don’t really work and MMO gamers are tired of them. The issues plaguing SW:TOR weren’t new, just about every themepark MMO launched since World of Warcraft has been plagued by the same problems, yet developers continued to use WoW’s themepark design as a foundation.

Like Star Wars Galaxies, SW:TOR’s failures here, despite all the money and talent behind the project, may represent the straw that ultimately breaks the camel’s back when it comes to the themepark sub-genre of MMOs. There is simply no way for a developer to keep up with player demand for content. There have been interesting innovations over the years to spice things up, including the use of user generated content to supplement what the developers themselves are working on, but these are all Band-Aid fixes.

EA’s Warhammer Online kicked off the beginnings of dynamic repeatable content with Public Quests, which then evolved with Trion Worlds’ RIFT, and event-based content is looking to make its biggest jump forward with the imminent launch of ArenaNet’s Guild Wars 2.

Guild Wars 2, at least to me, represents a sort of middle ground between the two subgenres. The game features a fully developer driven content pipeline, but the underlying game design and functionality of the event system inspires the same sort of wanderlust players often feel when playing a sandbox game. Events are repeatable and may even branch off in different ways and the experience earned from these events will be useful to players even at level cap. This is no doubt a very expensive and challenging form of delivering content to players, but it may serve as the beginnings of a renaissance of sandbox games that we may see over the next couple of years.

 

For those cheering the potential of a sandbox revival, SW:TOR’s unfortunate collapse couldn’t have really come at a better time. The last few years have seen a slow but steady trend of sandbox successes in other genres. We’ve seen the excitement of Minecraft and now we’re seeing a similar response to the FPS mod, DayZ, for example. Iff the intention for game developers both in and out of the MMO genre was to hold players’ hands with directed content in order to broaden gaming appeal as a whole, the designs of the last couple of years have succeeded in that regard. I also feel these same gamers combined with veteran gamers long tired of this sort of game design are clamoring for something that’s more of a challenge; something that allows players to express themselves a bit more.

The sandbox genre need not be a niche anymore. More and more, we’re seeing that these sorts of games are capable of bringing in significant success for their developers both large and small and I feel that many developers are already reading the tea leaves. EVE Online, the most successful sandbox of them all, did indeed manage to grow as large as it did while in World of Warcraft’s massive shadow, but it has always been a niche game despite its now significant userbase. CCP Games intends to follow in this success with the launch of World of Darkness, which CCP also describes as a sandbox game. In the next few years we also have ArcheAge, a ‘sandpark’ game developed by South Korean developer XL Games. While we don’t know when ArcheAge will make it to Western shores, the developer is clearly looking into bringing it over. Even games that aren’t necessarily out-and-out sandboxes or even ‘sandparks’ are intending to launch with features one wouldn’t expect to see in a contemporary MMO. For example, Carbine Studios’ WildStar features full-fledged player housing and an entire track of gameplay focused on building up and developing the existing game world in the form of the Settler class. When’s the last time we’ve seen an AAA studio aspire to such bold sandbox-era features? WildStar doesn’t sound like a game developed in the era of World of Warcraft and neither do any of the other aforementioned titles.

There are, I’m sure, countless other titles not yet announced that may go in the same direction or at the very least start following what ArenaNet is doing as a baseline instead of World of Warcraft. MMO subgenres are feeling a bit like fashion to me right now and I can see the sandbox genre making a comeback in the next few years.

Agree? Disagree? Share your thoughts in the comments below!

 
 
Jakdstripper writes:
most people have played WoW till their eyes bled. we have been gear grinding for years and are simply tired of that old formula. people want something inspired, something fresh, something challenging, and something they can leave a mark in.
 
there is plent of space for a good sandbox and games like Dayz and Minecraft have shown that. however it has to be done right.it has to be a solid game and it has to have something unique and innovative. it has to make you think "i really cannot find this feature, or set of features, in any other game".
 
Devs have to stop trying to copy and paste for a quick buck and they have to sit down and ask themselves "what kind of world would i want to lose myself in for hours on end? what would my dream mmo play and feel like?", that is how you make the magic happen.
 
we are all waiting to partake in something truly magical. it's why we play to begin with.
 
 
 
8/08/12 10:12:02 AM  | top
 
Kyleran writes:

Well written article and I can agree with the major points, that SWG helped put nails in the sandbox coffin and WOW's unprecented success had Developers falling all over themselves trying to copy it.

At first the "clones" weren't very good, and people said, a well made theme park game could do as well as WOW.  But then the quality went way up, and yet even those titles couldn't really carve out a solid base of long term subscribers.

Almost every post WOW title ends up F2P these days, just a matter of when, not if.

As others have mentioned, the problem is what is there to do once you burn though the quest content.  It has even been made worse since the leveling curve has gotten shorter with every game and pretty much all of them now dump you off in the same gear grinding, dungeon centric content. (or running dailies)

I recall hitting level 50 on my first character in DAOC. (grinding all the way with groups of various types).   What to do next?  Get out to the Frontiers and join in the "big boy" RVR, and start refining my build with additional Realm points/abilities. 

Meanwhile, I also started crafting, because I wanted to become a master in one of them.  I took up Spellcrafting, and worked on that for quite a while, interspersed with RVR action.

I decided my role in groups and RVR wasn't to my liking (I was a stealther) so I decide to re-roll a group centric character, a Minstrel.  I had a considerably different leveling experience playing that character, and eventually over the years with pretty much every class I tried in that game. (Hence I had like 5 or 6 level 50s, each at RR 5 or better)

I also had 2 high level crafters, SC and Armor, rerolled on the FFA PVP servers, joined a role playing horde of kobolds (Shadowclan, good times) and battled for Darkness Falls too many times

I defended our clan's "keep" (we adopted one in Mordred and fought all comers) and I even put up with some PVE raiding/gear grinding when Trials of Atlantis came out, but I really didn't like it and was a portent of what was to come in WOW and other titles one day.

Oh yeah, we were talking about sandboxes.  I later found EVE, and there was a game that I really could sink my teeth in.  It had even more diversity and things to work on doing than even DAOC (which was a case in point that even theme parks can have some serious end game things to work on).

I'll wrap it up.... players really are not screaming for a sandbox or a themepark, we just want MMO's that give us something more to do besides the same tired forumula that we've had shovelled at us for about the last 8 years.

 

 

8/08/12 10:12:58 AM  | top
 
Mardukk writes:
Well written and well said.  I couldn't agree more.  It's kind of like the sports team that hires the player coach after having the hard line guy.  Things tend to swing from one side to the other and I'm looking forward to the sandbox being given a chance again or even sandpark by a large studio.
8/08/12 10:13:38 AM  | top
 
maplestone writes:
MMOs live or die on whether the game generates sustained interest - an IP justs gets people to look at the box.
8/08/12 10:13:57 AM  | top
 
fenistil writes:

This get me confused when I read some of M.B. recent articles and then this one.

While they are not directly contraddicting themself, indirectly they actually do.

I am sorry and maybe I am wrong, but it kinda seems like an artice written 'under publicty' after slamming recent Swtor one. 

8/08/12 10:18:01 AM  | top
 
jeremyjodes writes:

Well Said MikeB.

Lets Hope 2013 is filled with old innovations making a return and many new ones popping up. Would love to see a sandbox with GW2 WvW added in.

Then top it off with a robust crafting/housing system like SWG. Tack on dynamic events and old school raids for those that have no life still :)

I would pay 40 bucks a month for this game.

8/08/12 10:24:29 AM  | top
 
Jakdstripper writes:

most people have played WoW till their eyes bled. we have been gear grinding for years and are simply tired of that old formula. people want something inspired, something fresh, something challenging, and something they can leave a mark in.

there is plent of space for a good sandbox and games like Dayz and Minecraft have shown that. however it has to be done right.it has to be a solid game and it has to have something unique and innovative. it has to make you think "i really cannot find this feature, or set of features, in any other game".

Devs have to stop trying to copy and paste for a quick buck and they have to sit down and ask themselves "what kind of world would i want to lose myself in for hours on end? what would my dream mmo play and feel like?", that is how you make the magic happen.

we are all waiting to partake in something truly magical. it's why we play to begin with.

8/08/12 10:25:33 AM  | top
 
tman5 writes:

While I optimistically hope you are right, I pessimistically don’t see it.  I’ve see little indication that MMOs are moving to sandbox, at least in the type we had in SWG.  Allowing your players to wander about the digital landscape without really anything to do outside the quest content is not sandbox, just theme park without the invisible walls.

Here’s hopin’ nonetheless.

8/08/12 10:25:58 AM  | top
 
elocke writes:

Been saying it all along.  Hybrids are the wave of the future.  We can't go back to the old style of sandbox and we can't continue with the current themepark style, so we need to find that middle ground and evolve from there, which we are in games like GW2, ArcheAge and Wildstar as well as others in the pipeline for the next few years.

 

8/08/12 10:28:38 AM  | top
 
Dauzqul writes:

I agree with the post. Good post.

 

Sick and tired of WoW clones. It's all the same steak with different seasoning.

8/08/12 10:28:56 AM  | top
 
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