Journal Journal: To MMO or not to MMO
The MMO Gaming Life
MMORPG (Massive Multiplayer Online Role Playing Game) has almost invasively become a nornmal segment in the internet entertainment segment in the past few years. It's gone a long way from the text based MUD from decades ago. Everquest really put it on the map and MMO's have been growing like weeds these days. The idea is simple: 1. make a virtual world where people can explore and collect items; 2. allow many people to interact with each other in the world; 3. allow characters that people build to be persistent.
Unlike most other industries, all this is virtual and relatively few resources are required. This means a low level of servicing to maintain it and reasonably manageable costs to improve and expand the world. Coupled with the fact that game addiction is growing phenomenon amid expanding internet usage, there's plenty of victims to reel in.
The game industry as a whole has matured from its heady VC days and have begun consolidating into larger entities. Small, successful game developers have merged, been bought out, or abandoned their companies to join larger entities. These larger entires like Sony, EA, Squaresoft, etc have been eating up market share to establish a persistent presence in the game industry mainly to guarantee that they have shelfspace to push whatever they roll out.
This strategy is a survival of the fittest and in the relatively unregulated game industry, it seems that it is the safest bet. Although this isn't all up and up. There are small game developers being beaten to the punch, muscled out of their market, headhunted of their staff, extainguished by parent buyouts, bombarded with IP lawsuits, dropped by VC's for various reasons, and the list goes on and on. Then you have the etherware games like Duke Nukem's never-going-to-see-the-light-of-day sequel, game developer staff being dropped like flies, worked to death with tablescrap pay, and MMO's pushed out like the Sims Online which appears IMBO to be a pure money grab attempt that failed.
Medieval world settings are the most popular means of MMO escapism - mainly because people recognize this type of world. Everquest exploited this rather "safe" recipe. Other MMO's soon cut into the field with titles like Diablo, Diablo2, Ultima Online, the recent Ragnarok Online and City of Heroes, Sims Online, Star Wars Galaxies, Star Ocean, Final Fantasy XI, and the soon-to-be-released World of Warcraft. In all, I expect 2005 to be a flood of MMO's that will take center stage. Some will fail miserably and others will see profitability for years to come.
For decades, game companies have battled piracy with a number of measures meant to make it more difficult to copy a diskette or CD. With so many options these days to circumvent copy protection (I'm not encouraging people here), some are going the AOL way. Just what is the AOL way? Simply put, it's using the cheapest method to distribute your software to the most people possible, then let them come to you with payment to create or maintain access to their account(s). In other words, they're limiting their worries to technical support issues, game development concerns, account billing/payment, and a IP issues.
The popularity of peer to peer like Bit Torrent are now eyed as the defacto software distribution system to augment fixed location FTP distribution sites and mirrors. Even the so-called secure Steam Powered software distribution system relies on Bit Torrent to relieve a chunk of its file distribution load.
MMO's will not replace a stand alone game. A single player game has several key advantages at the moment which aren't expected to be eroded anytime soon by MMO's. Among them are better graphics and sound quality, significantly better framerates and less latency issues, and a more theatrical gaming experience. Still, these advantages are not always realized if a given game isn't developed to its maximum potential. idSoftware's titles come to mind...
However, the cost of MMO's are going to squeeze smaller titles out of the market. Customers are no longer buying games just to try them out anymore. They're asking deeper questions like:
- How entertaining is this game?
How long will this game last on my computer?
What's the monthly cost (if any)?
If so, what kind of payment plan is available?
What kind of payment cancellation policy is in place?
What kind of transaction security do you use?
How secure is my personal information that you're storing on your server?
What's the recommended (not minimum) hardware requirements?
What's the learning curve like?
What range of expertise does this game support?
What comes with the game? Poster? Mousepad?
Will I need an internet connection?
If so, how secure is your client/server connection?
Do I have to pay for updates or, for that matter, tech support?
Are you going to use my connection for anything other than my gaming experience?
Okay, maybe people don't ask all these questions. But I'm sure everyone at least ponders a few of the above before buying a game these days.
When all is said and done, it's still a try before you decide if you like it or not. Virtually all game stores have a strict no-refund policy once you've opened the box. What this means is that budget conscious shoppers may divert their money away from trying more titles toward feeding a monthly charge MMO. With the cost to upkeep an MMO about the same cost as 2-3 new games per year, it's still expensive but not over the line.
But consider a few of the features and genres persistent in the game industry today and their evolution from yesterday. Most 2D games have gone 3D. And with 3D games, virtual worlds become the next goal. Overhead view games and turn based games eventually turn into RTS (Real Time Strategy, or everything happening in real-time) games. RPG's, no matter what interface it had before, are going 3D, RTS, and MMO. FPS (first person shooter) have been among the first to push into 3D and enveloping virtual worlds. Once voice communcation software came about, they extended the FPS interface to a higher level.
What is the next level? Virtual headset 3D worlds where we can do whatever we want? That looks like where we're going. But before that is realized, we should understand that games are an escapism that's junkfood for the mind. While it feeds our innate desire to explore, it can turn into an addiction that can, when overdone, cause a number of problems socially and economically. Such addictions compare almost 1:1 to other addictions like drug use, alcohol abuse, and gambling... perhaps I'll pick up this train of thought another day.
But see games from the industry point of view. The demand for interaction by players with other players is immense. FPS games would never have blossomed without player versus player, team versus team, team versus game environment options. A stand-alone game, although it may be great, is a one-time affair. You buy, you play, you discard. The company sees profit only once from the customer. For MMO's, most of which are pay by month, you buy the game, you play and if you want to keep on playing, you pay. The game company now pimps your gaming addiction for as long as it can keep you enthralled either by constantly providing new content for you, or selling you access to interact with other players.
So, when you boil things down to a pinch, you can see where this is going. I'm not saying pay by month is bad. I am agreeing it is probably the the norm for the future. But when you step back and take a bird's eye view, the same thing is happening to the gaming world as is happening to the IP/data world.
In the IP/data world, knowledge is accumulated/collected in large databases and sold to interested parties or clients. So, for example, if you wanted answers to a large number of Windows support issues, you sign up to a pay subscription to access a given database. In the gaming world, if you want access to your friends, you sign up to a monthly MMO to access your virtual characters and interact with your online gaming friends. You are now reduced to a piece of data and paying to be "alive" in any number of worlds you wish to be active in.
Now if you'll excuse me, I have some MMO characters to maintain...