games  anime  |  toys
This is a Dtoid readers's blog. For staff blogs click here. Confused? read this Create you own!  |   Members: Login now





MMO Design Ramble
twincannon | 7:31 AM on 11.04.2009 1 comments


Originally posted on my personal blog.

I’ve got a lot of thoughts written down about the MMO genre waiting to be formed into articles, and with each passing year the collective pile of thoughts gets bigger and messier. What turned into a simple forum reply ended up being a giant ramble containing some of my thoughts and inquiries about some basic problems that seem to plague the western MMO industry currently.

A member of a forum I frequent asked about any MMOs using skill systems recently. Apparently Star Trek Online is using a skill system, which afaik is the highest profile game to do a skill system in a long while. Too long.

Honestly, the “diku era” (or frankly, the WoW era at this point what with the new role of quests and all) has to be coming to an end sooner or later. WoW isn’t the only big online success, and most of the other successful online ventures are wildly different and see fairly equal player retention. And most of these aren’t based on leveling or progressing roadblock statistics at all. It’s just a matter of time before developers begin realizing that copying WoW is folly and learning from their mistakes (however many of them need to happen, heh).

Frankly it’s a shame it hasn’t happened yet (not a global change, mind you – just one game to go out and try something new I mean) and it sort of speaks volumes about how big of a problem design and implementation is in the MMO industry, let alone creativity itself. It’s pretty amazing when we’re so devoid of new and interesting features that we begin salivating over something as bland as public quests. Quests that are specifically designed to be done with other players. In a genre that boasts being “massively multiplayer”. Brilliant! And it only took us until 2008 to think of this.

With designers being tossed around left and right, being called saviors one moment and scapegoats the next, they seem to be the easiest target to blame, but is it always solely their fault? I can’t imagine there hasn’t been any good ideas but rather that they all just get shot down due to being “unproven” or having an unknown development time or some such. I’d love to get a behind the scenes look of any given MMO’s development process, like what happened to an extent with Vanguard before it switched over to SOE (although that wasn’t on the best of terms).

Deadlines are another thing that interest me, as it seems WoW is pretty much the only MMO to come out recently that was allowed to take its time and become as well developed as it needed to be. Of course Blizzard is well known for this development style and continues to apply it in both patches and expansions for the game. It seems these days everything else is just developed as “quick, we have a deadline to be as good as WoW in one year! Hurry!”.

Failure after failure just leaves me with a ton of questions. Why do we end up with such below average games? Is it the design to begin with, or is the design solid and rather production is the root of the problem? Do deadlines stifle creativity? Do the poorly implemented features not get changed post-launch because it’s too expensive to replace them (that, while poor features, are indeed implemented – another major problem in MMOs as one loosely constructed feature can be the downfall of a game as all features are extrapolated exponentially over the course of the game)? Are these facets contributing factors to a poor launch/subscription base, thus creating an ongoing downward spiral towards inevitable failure?

Maybe producers need to just take their time and not immediately jump on the hype train the minute the developers have a single piece of artwork, thus forcibly accelerating the development process. Maybe the foul way betas are handled recently (i.e. as a marketing tool) is a contributing factor to the downfall of recent MMOs. As one gamer looking in from the outside, it just seems like a big tangled indiscernible mess. I’d love to talk with some industry veterans about what it’s like on the inside.



  related blogs:
 

Is this post awesome? Vote it up!

0


Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

1 comments | showing # 1 to 1

prev next

Jon B's Destructoid Blog
Unfortunately, MMOs are designed to make money, and they are a huge risk and investment to the company making them. As a result, the developers must find that the best way to ensure people play the game is to essentially copy the most popular game on the market that everyone is playing.
Hell, give people want they want, right?

Also on top of this is probably the fact that not many people want to have to relearn things they've learned from those 48 hour stints on WoW, dungeon crawling. They'll want to stick to familliar territory. A good example of this is how well Aion is doing compared to AoC. AoC tried to be unique with its battle system, whereas Aion is a WoW clone with wings. Which did better out of that? The WoW clone, of course.


It is a shame though, because MMOs are open to much more flexibility than is taken advantage of. Kinda like the Wii(Mote).


prev next


Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 about me

Older gamer-turned-developer. Currently working on Dystopia, a Half-Life 2/Source modification.

www.twincannon.com

 xbox 360 gamertag
 mii friend code:
1617 1124 20-ah, fuck it.

 friends' updates
Jim Sterling's Profile Jim Sterling
UK Charts: Modern Warfare 2 beats Mario, Assassins Creed
Niero's Profile Niero
Join Destructoid at the University of Miami's Launchpad
Rockvillian's Profile Rockvillian
I Suck at Games: Negative Reinforcement Negatively Reinforces Everything
ShadowXOR's Profile ShadowXOR
Any other third-party characters coming to Brawl?


 

 
  get involved

register or login
post a blog
post a forum
enter a contest
contribute a news tip
suggest a feature
be a guest editor
support

new member's guide
login assistance
tech support
report abuse
email our editors
read our dev blog
nuclear crisis?
keep in touch

RSS feed
Twitter
Facebook
Myspace
Flickr
Game nights
Meetup+play online
seriously

about Destructoid
advertising
terms of use
privacy policy
jobs at MM
buy our crap
our network

Tomopop
Japanator
Despingation?




Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006