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Flying Lab CEO says why console MMOs fail

7:58 AM on 08.17.2008, Brad Nicholson 17 comments

Flying Lab CEO says why console MMOs fail photo
     Gen Con

Russell Williams, CEO of Flying Lab Software (Pirates of the Burning Sea), recently sat down with me to talk about his future console game and the reason why MMO developers have such a hard time getting their games onto the Xbox 360 and PlayStation platforms. Williams deduced that the issue is all contained within the quick-paced “mindset” of hardware manufacturers and the astoundingly large royalty payments that are expected from them.

The problem is you get in this mindset of ‘I want it all to be done in two years’ and that’s extremely difficult unless you’re doing the exact same thing that you’ve done before. I think…with MMOs, [hardware manufactuers] need to realize how big these projects are.

The other thing is that manufacturers need to find the right pricing models so we can be on Xbox Live, so we can play on PSN and not give a ton of money in royalties. It makes sense for the singe-player SKU, or a multiplayer SKU like Call of Duty because that’s not the reoccurring model that our entire business is predicated upon…I know at one point we had to get three times as many users [to sign up and pay] to break even [on the investment.]

Williams didn’t talk numbers, but I wonder exactly how much Microsoft or Sony asks of its developers for MMO content? I’ve seen publishers or developers talk about the issue forever, and it seems like hardware manufacturers aren’t exactly getting the point as to why we only see rehashed MMO content on consoles. Why would a developer create a new game, and then contend with the fees? It’s much easier just to port Final Fantasy XI or recreate Phantasy Star Online.

The full interview with Russell Williams will be available later in the day.


Next page: More Gen Con stories




Murumasa123's Avatar
Murumasa123 at 08/17/2008 09:01
Three pirate themed articles at once.
Need a 4th? Show those sea battles from the new Empire game.
DeejayKnight's Avatar
DeejayKnight at 08/17/2008 09:21
Makes perfect sense. Release it on the PC and make boatloads of money or release it on a console and make less than half that...

Pretty easy decision to make, right there.
eternalplayer2345's Avatar
eternalplayer2345 at 08/17/2008 09:26
But, but my dream games is a full fledge pokemon MMO.............WHY MUST MY DREAMS BE IMPOSSIBLE!?!!
Lord Bowser's Avatar
Lord Bowser at 08/17/2008 09:45
It fails because console gamers like fun.
Eschatos's Avatar
Eschatos at 08/17/2008 10:14
Also, you need keyboards for a decent MMO.
VixenFox's Avatar
VixenFox at 08/17/2008 11:03
Interesting, I'm looking forward to the full interview.
-PL-'s Avatar
-PL- at 08/17/2008 11:07
CEO of failing PC MMO tells us why console MMO's fail. Fail.
Mike's Avatar
Mike at 08/17/2008 11:08
@Eschatos "Also, you need keyboards for a decent MMO."

The Xbox 360 has supported USB keyboards from day 1, and both FFXI and PSU make extensive use of that capability.
notdryad's Avatar
notdryad at 08/17/2008 11:23
MMOs are already terrible on PC so why would anyone expect them to be better on a console?
nanowerx's Avatar
nanowerx at 08/17/2008 11:26
@ Lord Bowser "It fails because console gamers like fun."

HAHA!
You, my friend, speak the truth
Cowboy TTop's Avatar
Cowboy TTop at 08/17/2008 11:45
Its quite a simple answer really. The MMO model is broken because gamers like paying for a game, and not having to pay anymore besides. This microtransaction culture is very greedy and dangerous, and to be honest I'm glad MMOs don't do so well, because they are a poor substitute for paying once for a game.

On consoles, and more so on Xbox Live, I'd hate to have to pay £40 a year and more on top of purchasing a game, for one freaking game. Sorry, but that's fucking crazy and the day I stop buying games and play my collection instead.

As far as I'm concern, no game is even worth investing in on a month basis, after buying the retail copy of said game. If MMOs went the Guild Wars route though (buy the game and play online for free), and had more variety beyond hack n slash epics, then I'm sure many of us would invest in them.

And the game that might tempt me into the MMO scene, is The Agency on PS3, the one game I want a PS3 for. Because its not more hokum boring fantasy shit, I'm tempted more. So why can't MMOs offer more variety? That is the eternal question, one only the korean developers seem to be answering. The koreans also understand that allowing more free play makes more sense.

Pirates of the Burning Sea was a cool game, but when on the same system as WoW, it was always gonna struggle. Had it been molded as a single player game first it could survive on console.
Dan CiTi's Avatar
Dan CiTi at 08/17/2008 12:01
Phantasy Star Online is not an MMO really, but it's better than any MMO I've ever played.
Swizzler121's Avatar
Swizzler121 at 08/17/2008 13:31
maybe they should fix their own mmo first. Seriously, it's so empty, and all you can do is fight other ships, and, that's it, no exploration, you can't even explore island that much, maybe if they fixed they're own games first they would have room to talk.
SourGr8pes's Avatar
SourGr8pes at 08/17/2008 16:57
Ditch this crap, and get Uncharted Waters Online
Too Much Coffee Man's Avatar
Too Much Coffee Man at 08/18/2008 00:50
a few reasons why MMOs will have trouble working w/ consoles

a) costs. cost to run & maintain the servers. cost of security & fallbacks. cost to provide help & support. cost to provide upgrades.

b) value. many console gamers are irritated that they have to pay even $3 a month for XBL ($40/13 months). Almost none would be willing to shell out the standard $15 a month to play just one game online.

c) controls. controllers are great for action/platform/sports/fighting/racing/RPG games. But the amount of inventory management & real time nature of most MMOs make using a controller either crippled or non-functional.
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