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Why most MMOs fail, as explained by Warhammer Online dev photo

With Warhammer Online now instigating a "WAAAAGH" on computers around the world, Destructoid had a chance to catch up with one of the game's senior designers, Josh Drescher, for a post-launch chat. In our upcoming interview, we talked about how smoothly the game's launch went, how much of a threat the Cartoon Network MMO will be to EA Mythic, and what it takes to make a massively multiplayer game.

On this subject, Josh provided his own insight as to why the increasingly populated MMO market is home to so many spectacular failures. It's no secret that a few MMO titles have died on their arses following release, and the Warhammer Online designer knows why:

"What is it that causes the MMOs that fail to fail, largely before they even get out of development? Part of that has to do with [it being] very easy to look at the MMO genre and go: 'This is where all the money is in PC gaming at the moment ... obviously the MMO is the only way to go!' So developers that have a pedigree in some other area -- maybe they make console games or real-time-strategy games -- they look at MMOs and they go: 'Well we'll just make one of them.' Not realizing just how much more difficult it is to build an MMO than it is to do anything else in the industry.

These are games where you're not working with a team for a year or eighteen months to develop ten hours of content. You are working with a team of hundreds and hundreds of people, for usually two, three, four or even five years in the case of something like WoW, to build a game that is intended to be played forever. You're handcrafting hundreds and hundreds and hundreds of hours of content. In Warhammer there's probably around a thousand hours of handcrafted content in the game across the six different races."
More after the jump.
"That's a ton of stuff to be building, and so it's really easy to dive in and go: 'Yeah we're gonna make a massively multiplayer game based on football! It'll be real easy,' and the next thing you know, you're two-and-a-half years in, you don't know what you're doing. Your server code doesn't work, you've never worked with thousands of players at once instead of ten or fifteen, the engine that you're working with is designed for first-person-shooters and doesn't scale when you put fifty models on the screen. There's just a lot of experience that we had that made it much easier for us to build this kind of game because we've been in the industry for a really long time."

Mythic be laying down the law, son! Knocking up a quick MMO may sound easy, but it isn't the cheap cash-in that publishers seem to think it is. So many publishers talk about turning popular franchises into MMOs, but it's clear that if you're just in it with an eye to making quick cash, you're going to learn otherwise, and learn it the hard way.

Make sure to visit Destructoid tomorrow, where we will have our full interview with Josh Drescher.








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16 comments | showing # 1 to 16
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Gameboi's Avatar - Comment posted on 09/25/2008 14:08
Gameboi
They fail because there are a zillion people like me who like to pay for a game once, and not ever having to worry about it turning into a monthly bill.
Rockvillian's Avatar - Comment posted on 09/25/2008 14:14
Rockvillian
Lots of things fail cause people want easy money. *ahem* our economy.
Demtor's Avatar - Comment posted on 09/25/2008 14:21
Demtor
Damn it all, I was looking for the full interview today. Boooo! Hisssss!
mix's Avatar - Comment posted on 09/25/2008 14:26
mix
I'm with Gameboi on this one.

If this WAR game was like $5 a month I might give it a go as it looks cooler than WOW, but in my eyes Diablo II is FREE :)
Muon's Avatar - Comment posted on 09/25/2008 14:57
Muon
Perpetual income is attractive. But I probably could do without the endless payments: after two years of subscriptions on an account, the game should be free to play. Call it loyalty rewards, ascendance, or something cool.
Logo's Avatar - Comment posted on 09/25/2008 15:05
Logo
Anyone else take this as a (somewhat) pot shot at Ensemble Studio and Bungie. Not to say that he's mistaken, wrong, or out of line or anything (I think Mythic did and awesome job and is staffed by awesome people).
boatorious's Avatar - Comment posted on 09/25/2008 16:17
boatorious
As a loyal dtoid reader and WAR fan I'm pretty excited to see dtoid do some original WAR reporting. Long Live Destructoid!

As for the people who don't want to pay monthly fees : I wish _more_ games would charge monthly fees. I hate playing an FPS or RTS online and spending half my time looking for good open games. I'd gladly pay 5-10 bucks a month (for the 2-4 months I play the games) to eliminate that.

It's bad to pay more money, I agree. But it's good to exchange money for quality gameplay. Plus -- compare almost any single player console game these days ($60 for 6 hours of content) to any MMORPG ($15 a month for however much you play in a month) and MMORPG's are a pretty awesome deal.
MechaMonkey's Avatar - Comment posted on 09/25/2008 16:58
MechaMonkey
They also fail because people have already played WoW, and don't want to pay to play it again with a different name and fewer players.
burzumy's Avatar - Comment posted on 09/25/2008 17:15
burzumy
It's too bad, really - WAR looks like something I'd like to play, assuming it was a one-time purchase, rather than a subscription. When they decide to do a 40k MMO I'm going to be even sadder.
Capn Birdseye's Avatar - Comment posted on 09/25/2008 17:26
Capn Birdseye
I am happy to pay a regular fee for something that I enjoy playing so they can keep servers running and content coming. As boatorious said, you spend a heap of time looking for servers otherwise.

When I was playing MMORPGs, I didnt really play many other games, so while I was spending $15 per month or whatever, I was actually saving much more because I didnt go out and buy other games.
Squeewupiwupi's Avatar - Comment posted on 09/25/2008 18:03
Squeewupiwupi
Burzumy, a 40k MMO is already being worked on.
SourGr8pes's Avatar - Comment posted on 09/25/2008 19:38
SourGr8pes
One big thing that people fail to realize is a huge factor to a make-or-break MMO is the system requirements.

Not everyone has a Crysis capable computer, and a lot of companies fail to compromise between performance and graphics. Nobody with an average computer wants to choke on slow FPS rates for hours on end.
error2k2's Avatar - Comment posted on 09/25/2008 21:59
error2k2
Just wait till Nintendo unleashes Pokemon MMO!
Demtor's Avatar - Comment posted on 09/26/2008 07:39
Demtor
@sourgr8pes - Good point, hope your not talking about WAR though. As the system requirements are actually really low for a PC game that was released last week.

@mechamonkey - Not trying to start a fanboy fight or anything, just curious to ask if you've played more than an hour of WAR? Because while it is like WoW at times, it takes at least 2-3 hours before you start realizing how the zones, PVP, public quests, and RVR really work A LOT different than WoW. Just saying, there is a different system there if you look for it.
daddy gamer's Avatar - Comment posted on 09/26/2008 09:31
daddy gamer
To the people crying about it having a monthly bill, (good) MMOs are constantly being updated with large amounts of new material, not to mention the constant customer service that is provided. Nonsubscription online games like Diablo, Dawn of War, Call of Duty 4, Halo, etc, don't even come close to the amount of updates, new content, customer service, etc, that a (good) MMO will have.

You pay almost $15 to go see a movie at the theatre without a treat. Paying $15 a month for all of the content you get is justified. People who usually complain about it have never really played MMOs.
Captain Quincy's Avatar - Comment posted on 09/26/2008 22:17
Captain Quincy
@Demtor I think Mecha was actually talking about companies other than Mythic making shitty MMO's.
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