So I happened to be helping write up this Gamasutra interview with Red 5 CEO Mark Kern. The Red 5 team was founded by WoW vets, and now the studio is distributing their not-yet-announced game through Webzen in Korea, in addition to opening an office in Shanghai. I'm always fascinated to hear about the MMO market in the East, because it's so much more prolific than it is here.Generally, too, I think in Asia they have a broader variety of MMO styles and types on offer, probably because it's a much larger industry there than it is here, and thus trying something new isn't inherently so risky. On our shores, WoW is essentially God, and as alternatives, we have a bunch of WoW clones that sort of feebly wiggle at the mold but do nothing to break it. Excerpted from the article:
How would you describe the MMO market at this time, and has it changed much since you first established Red 5 Studios?
Unfortunately, no. Everyone is playing it safe in WoW’s shadow. Everyone is creating a WoW clone. Even Tabula Rasa is not substantially different from WoW. Everyone is trying for that colorful WoW art style and copying the WoW [user interface], and nobody yet is doing it anywhere as good as WoW.
So if you aren’t offering anything new, and just trying to ape the leader, then you are doing the market and gamers a great disservice. There is so much untapped potential in MMOs that aren’t like WoW. This is where we need to head as an industry.
I haven't played Tabula Rasa yet, but I know more than one person in the beta who expresses a similar sentiment. Personally, I don't play MMOs much because none of them has really rung my bell yet. The whole Tolkein-knockoff environment really doesn't appeal to me. I like fantasy as much as the next person, but isn't there some other way to do fantasy besides relying on breastplates, Ring of +5 something-or-other, and people named Lord Consonant Blend? Answer me this -- if pointy ears and mystic holy Codpiece of Perdition tactical village-razing action aren't for me, then what persistent, immersive MMOs are an option for me? What online world can I play if I don't want to be a mighty warrior? And if I would rather do something besides level-grind without being left out, what can I do?
Plenty of people have said to me something to the effect of, "But, in [insert title here,] you don't level-grind, you go out with your friends and hunt monsters until you get stronger." I understand how there is a difference to some -- they're enjoying it, so it doesn't feel like a grind to them. I don't enjoy it, and no matter how you spin it, it's always a grind to me. There have indeed been games -- all of them single-player console titles -- where I have found emotional reward in level-grinding. One of my favorite series is Harvest Moon, and one could argue that that's one big level grind. So it must be something else that MMOs are missing for me, and I can't quite put my finger on it.
I've said before, that I think the spread of virtual worlds is good for the entire gaming industry because the free-to-play model becoming prevalent in online worlds means developers have to look at games from the standpoint of keeping players engaged and enjoying themselves for the long haul, not just getting people to buy the titles and then washing their hands. Another reason I think that this whole virtual worlds thing, as vaporous as it can sometimes seem, is good for gaming is because it's creating a lot of overlap between the usually disparate spheres of core-market gamers, casual gamers, social networks, MMOs, and all of those things, trying to create the most compelling cocktail of play experiences.
Case-in-point: You can now get to Second Life from Facebook, and you will soon play casual games on MySpace. There is a social network for your virtual relationships. You have a friend list and a leaderboard on your video game console, the same way you do on both a social network or a casual gaming portal. MMOs can learn things from social networks, which can learn things from virtual worlds, which can learn things from single-player console games.
The fact that all this persistent focus on socialization is a little irritating is a discussion for another time -- I don't think we always have to play with others. In general, I like to play video games by myself, and when I want to talk to my friends I call them or go and see them. But I've always said that I'd love to play a socially engaging MMO if there were one that interested me, both setting and game mechanic.
Rather than list a laundry list of traits and gameplay elements that would comprise "my perfect MMO" (though I might, egocentrically, do such a thing some other time), I'll pose a question -- what do you think is the key to getting out from under the shadow of WoW, in such a risk-averse development environment? Do you think, in the current climate, that a developer could sneak something totally different out into the market and have it do well? And if so, how do you think they'll manage it?
11 comments:
I honestly don't think the market is saturated with WoWalikes enough. There must be a player base that is following these games to some extent. I know I've been trying to find one that feels like home, the way that WoW did.
It would take an insightful and brave MMO to take a decent enough market share at this point, and from looking at the state of Lord of the Rings Online, it'd have to have one hell of a licence attached.
If the Bioware MMO does turn out to be Knights of the Old Republic Online, then I'll stake my claim now - that will be the one to make the MMO gaming community defect. I know I will :D
Have you tried EVE? I haven't played it much, but it seems very different than WoW, and you didn't specify that you were looking for a fantasy MMO. In particular, the grinding in EVE can be done while you are logged out.
Hmmm. I'm trying to think how this would work, but maybe we need to have a paradigm shift in terms of MMO vs. Single Player games...
I can't remember where, but I heard someone say recently something along the lines of the Singe Player game is nearing the end of its lifespan. The Single Player MMO would certainly be different enough (I think) to potentially appeal to you, Leigh.
What would a Single Player MMO look like? I have no idea - but I heard about a game, some time ago, that promised to do something like that - by making the enemies in a Single Player game controlled by other players... some FPS I forget what. Anyway, while that seemed still somewhat problematic, it was a very different approach, and it made me take notice!
Another possible approach (this is all off the top of my head) is to somehow apply the Dungeon Master idea to an MMO. That could be interesting... think of WoW where you can log in and play as the Boss that a raid group is fighting against. I know that LotR online does this, but I've not really much about it since the first launch reviews. Seemed like a good idea to me...
Where do I go in WOW to get that Codpiece of Perdition?
Thanks for another insightful piece, Leigh. I agree that the industry desperately needs to launch an escape pod from Planet Tolkien and find other interesting places to explore. I enjoy fantasy as much as the next guy, but one of the reasons I like Persona 3 so much is that it incorporates ordinary real world stuff (going to high school, making friends, etc.) with a fantastical monster-killing element. One has a direct bearing on the other, so it all kind of makes sense, and it adds a terrific amount of variety to what otherwise might have been just another JRPG. Harvest Moon: Rune Factory does a few similar things, and I enjoyed it too.
I wonder what an MMO version of Persona 3 would look like? If the other high school students were live players, things could get very interesting, don't you think?
Michael
The Brainy Gamer blog
Interestingly, two MMOs have gotten my attention in the past besides WoW, mostly because the concepts behind them and how they were intended to be executed were appealing.
The first was the ill-fated Matrix Online. The game was intended to feature a constantly evolving follow-up story to the Matrix movie trilogy, with the human players taking whatever side they deemed necessary to continue the story. Actual characters from the series played a much more dynamic role then most WoW heroes play even now, and the game very well could have told an epic story if the fans and companies had supported it effectively. If I felt it could be saved, even now I would consider playing it.
The second game is Universal Century Online, a game that was in development before World of Warcraft was even brought up at a business meeting. UCO is a Mobile Suit Gundam based MMO from Japan, and while running on Japanese servers and focused toward such an audience, there are some groups in the states that will assist you in starting an account and getting into the game. The game looks almost like a kind of Second Life style game with a war going on around you. You can socialize and focus on a basic career, or you can get in a giant robot and blow stuff up. I'm a big Gundam fan, so the game obviously appealed to me on that front, but I really do see a big problem with the MMOs out now.
When someone can create an MMO with an original system and a grand, evolving story that can play out at least a little differently based on the effort of the players, then it may yet have a chance to stand up to some of WoW's key weaknesses.
Wrath of the Lich King is a curious concept for WoW, as it will basically mean the end of the currently existant WoW enemies. I really wonder what Blizzard plans to do after this expansion, cause I can't see too much ahead at this exact moment.
I don't play MMOs, because while I sort of understand the appeal, it always strikes me as a hollow exercise, the kind of thing that makes me wonder if Ebert might accidentally be right in some cases. (Although I admit I'm probably just being a grouch who wouldn't think to say the same about playing hours and hours of chess or tennis a week.) But my impression was that there were quite a few WoW alternatives if you're willing to explore niches. The abovementioned EVE Online is supposed to be an interesting laissez-faire experiment and the closest thing to an online version of that old freeform Wing Commander: Privateer game. I hear A Tale in the Desert is also really exciting and experimental, mostly based on vast group cooperation (I'm not even sure there are character levels and stats). And to the notice of no one at all, Cyan has managed to resurrect their online Myst idea as Uru Live, which has been active since February.
I have to be another person who suggests EVE. I'm an MMO veteran, having started way back with the original release of UO and to date EVE is the only one that's made me re-think my views on what makes an MMO.
I'm not sure if this should be considered breaking news (or even if it's been confirmed), but according to the forthcoming issue of Edge Magazine, the next Animal Crossing will be a "social networking MMO." Hmmm. Me likee.
I've never played it, but if there were ever an MMO I wanted to play, it is definitely EVE. I've been doing it vicariously through a friend for a long time, his stories of conquest in EVE fascinate me. If I had a computer with the chops to actually run the game and a lot more free time, I would play this game. Also, stories like this: http://eve.klaki.net/heist/ - tales of actual player-generated drama make it seem much more exciting than anything else going on in the MMO world.
Another vote for Eve. Really honestly bucks the trend on MMOs, not just in setting, but in everything else you care to think of as well.
If all you mainly have a problem with is the fantasy aspect of most MMOs then you could try City of Heroes/City of Villains. It's a comic based MMO that's pretty damn sweet. :)
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