The State of the State of MMOs in 2012 (Part 2)
Part II The Early Years
As mentioned in the first part of this article, Everquest was my first “real” MMOrpg. I had spent some time trying out various MUDS but they never really captured my attention. One day I got a phone call from the my oldest and the most consistent gaming friend who asked me if I had heard of an online game called Everquest. I had not but after a few minutes talking about it, I went to our local game store that night with him and we each purchased a copy. I still remember our first night in Norrath with clarity. We spent hours trying to get our starting characters who were of different races and thus started in different areas together so we could play together. After several failed attempts we finally decided to simply reroll as the same race so that we could at least start in the same place.
At last, standing together in our newbie armor (it was of course not real armor it was cloth armor or what we civilians call clothing and the only thing cloth will protect you from is sunburn) with our starting weapons (they could only be called weapons because they were somewhat pointed on one end) we stood in the same starting area and tried to decide what to do next. After facing down a few vicious rats, Skip decided that based on what he had read we wanted to be in a different “zone” for the best selection of low level quests and adventures. Since I had read nothing to prepare me for the game and he had an entire afternoon of reading under his belt, I bowed to his apparent wisdom and we sat out with visions of riches and adventure (or at least some better armor, maybe some of that rusted chain mail we had eyed so enviously on another player) . Quite possibly there might be dragons that needed slaying and lovely damsels in need of a rescue or three. The world was our oyster!
As it turned out it would not be the last time I blithely followed Skip under equipped and under prepared into harm’s way in the dark. Looking back now I wonder why it took me so many years to stop following Skip into situations where I was sure to end up in a cook pot. It’s just that he always sounded so convincing when reassuring me that he had read an post on some forum somewhere, and he knew exactly where we were going and that it would be a cake walk with gold and beer and hot chicks at the end of the rainbow.
Well the short of it is that we spent most of the next 3 hours being repeatedly killed, eaten and digested by lions on the plains of Karana. Apparently a lion’s appetite for level zero noobs is infinite, if not they would eventually have let us go simply because they were too bloated to chase and eat us for the 23rd time. It turned out that brandishing and even swinging our “starter” weapons proved to be even less effective than hiking our skirts and running. Apparently the lions were not at all impressed that our “starter” weapons were slightly sharp on one end. In the end we both had to get to bed because of work the next morning and though we had made no progress at all and had probably set some record for most deaths to lions in one evening we vowed to meet online again the next night and give it another try. Why? Because it was fun.
A lot of those early MMO days were like that. An entire evening spent dyeing, trying to recover your last corpse before it rotted and you lost all your gear and dyeing again and making
little to no progress but having fun all the same. That’s not to say we never got anything done. We had plenty of great times and did not even join a guild for a long time. We just wandered around, the two of us, completing quests, getting better than cloth armor and in general having fun.
Compared to the MMOs we have today the progress was painfully slow, the frustrations were high and the game mechanics crude at best. And yet we had a blast! Despite corpse runs, no voice chat, no maps, no markets or auction halls and a complete lack of mounts to ride, we had a blast. Why? Maybe it was the newness of it. We had nothing else to compare it to, or very little. The number of MMOs to choose from back then could be counted on one hand with fingers to spare and I never remember hearing anyone back then talk about jumping to another game much less back and forth. Most of us simply picked one and stuck with it. Often our choice was based on what our real life friends played.
Over the next several years my list of gaming friends grew to include dozens of people I met online and I we had a blast playing together. I did not even belong to a real guild for the first year or so that I played, I simply got online and sent tells to some of those friends and there was always something to do. We talked occasionally about other games and by then you needed two hands to count the main stream MMOs that were out there. Some left to try these other games and most came back soon thereafter telling us tails of how the “other game” had faired. Few of us saw a compelling reason to switch. We were simply happy where we were. Again I can’t say that there was a reason to stay, just no compelling reason to leave a game we liked and knew well and were comfortable in.
Personally I first began to see the seeds of unrest in 2004. Maybe it was there earlier, but that is when I began hearing rumors of this new game called World of Warcraft. In development by Blizzard who had a sterling reputation among gamers it promised to be better than anything else out there. It adopted many of the most popular features of other MMO of the day and was the first game I also can remember being “hyped”. There was a real sense of anticipation leading up to the release of WoW.
It was around this time that my game of choice Everquest seemed to for the first time start making several class changes, altering bit by bit the roles and abilities that many of our age old classes had been known for. With each new expansion we began to see abilities being adjusted and I began to see some players become upset enough at the changes to either leave or roll other classes mostly because they did not like the changes made to their existing characters. With the release of WoW we saw for the first time a dramatic drop off of friends who went to try this new game and never came back. Many did come back but a good percentage were back and forth and then eventually just gone from our Everquest community.
Feeling this sting of lose SOE seemed to adopt a policy of emulating some of the newer games to appeal to the people whom they were losing. In a policy of streamlining many parts of the game. Corpse runs had been gone for some time but now there were ways to get around the loss of experience we had always suffered as a death penalty we didn’t even need certain classes to help rez our dead anymore we could simply pay an NPC to do the same thing. Gone were the days of needing a teleporting class to help us cross vast distances, there was the equivalent of mass transportation in the form of portals that did the jobs that at one time made a few classes very desirable. In short the games were becoming easier. I’m not yet prepared to use the word dumbed down as many of the changes were defiantly for the best. Things like auction halls, and various player markets meant we could sell goods without being on line. Mass transit type systems meant that non teleporting classes were no longer at the mercy of those who used to charge a fee to move them from point A to point B, and we had maps. On the other hand many of us found that from expansion to expansion classes were being morphed in ways that made them more or less valuable to groups and guilds alike.
People playing classes which had never been the best at any one skill but who were pretty good at several found themselves begging for groups who no longer wanted or needed them because changes in their classes or other classes had made them undesirable. This added to companies wanting us to buy 2 and even 3 expansions a year at 30.00 each plus our 15.00 subscription fee left many feeling like they were no longer customers so much as cash cows.
This general unhappiness led to more and more players that I knew deciding to try game after game that came out until eventually I did not see them anymore.
We began to see every MMO adopt a seemingly desperate drive for players by offering them more stuff, faster and easier. In the span of a few years we seemed to have moved from games that challenged, to games that gave the biggest shiniest bobbles the fastest. I knew people that were hitting max level and playing “end game” content in new games in mere months if not weeks. This was inevitably followed by complaints that there was nothing left to do and players bouncing back and forth between whichever games had new content that they could rush through which led to game companies releasing more expansions trying to feed their players appetites for fast progression. It was like a firestorm, self-sustaining and burning up content until new expansions sometimes did not even seem to mesh with previous content in the game. Many of us shook our heads as we were forced to wade into new content that was neither interesting nor related to any previous story line in our games. Eventually even I moved on from my beloved Everqeust out of frustration. At the risk of being overly dramatic it was heartbreaking for me. I realized that I had not been enjoying the game for well over a year but I was very close to the people in my guild and as an officer I felt like I would be letting everyone down if I did not log on every night and help with raids and recruiting. I was very close to many of those other players and had been for years. But at some point I just could not stand by any longer and watch my game change in ways that made it un-enjoyable for me. And like so many others before me, I said my goodbyes and I moved on.
To some this may sound like my own personal MMO gaming journal, but I have talked to a lot of long time MMO gamers and with some variations many of their experiences parallel my own. In a short few years we seem to have moved from a MMO world of limited choices with great contentment to a MMO world of many choices and much discontent.
Today you can read through the forum threads about any of the many new MMOs in development or recently released and the crowd quickly breaks down into a fight as vicious as any I have ever seen over politics or religion. Inevitably there are the base of “fanboys” who swear by their mother’s beard that this game will be the defining moment in gaming history, humbling all previous games. They are countered by the neigh sayers who can’t stand anything about the game based on the traile
rs and developer interviews, they have already decided that the game is useless and so is anyone who is willing to try it. Not being content to just not try the game, they feel compelled to log into the forums daily and call the fanboys idiots and explain to them in great detail the depths of their idiocy. The third and largest group, are those who have had their hearts broken and their expectations dashed so many times over the last few years that they are simply skeptical of anything that anyone says. Oh they hope that the new game in question will live up to at least some of the expectations but they don’t believe it ever will.
So what is the problem with the MMO situation as it stands today?
So many of us have become hardcore skeptics when we read comments from game studios like “we will re-define what it means to be an MMO” and “our combat system is unique and will exceed our players expectations” or “we plan to do away with the grind aspect and offer an ever changing, ever challenging experience for our players unlike any MMO before”
We have just seen too many games release over the last few years that did not live up to their own hype (Much less the spontaneous hype created by an overly enthusiastic fan base)
In the next segment we will take a look at some of the situations that have made such skeptics of most of us and try to figure out how we got here and if there is a cure for what ails us. In the meantime please feel free to share your experiences or comment on this topic with us here or on the show Saturday.
Show segment as aired live 14 July 2012
I have had this conversation COUNTLESS times with my gaming buddies about the state of MMOs today, and I believe that the problems we’re seeing with MMOs all begin and end with WoW. I believe this for thee reasons:
1. Every MMO that has come out since ’04 wants to be the “WoW Killer.”
2. With the exception of Star Wars and DC Universe, no MMO has the lore, the back story, or the PREVIOUS GAMES on which they can stand.
3. Chris Metzen.
All the MMO’s that we have seen in the last few years have boasted better graphics, or a different style of game play, or some new little twitchy thing that will make it better than WoW. Their main focus is not producing a great game that is going to keep players paying their $15/mo. fee, their main focus is creating a game that will make Blizzard quiver in their boots.
Now, the reason that games like Tabula Rosa or Aion or Rift cannot do this is because they have nothing to stand on except those things which they boasted to try and get you to step away from WoW. People quickly realize that the stories are choppy, and that they make little sense, and that it is hard to connect with one faction or another when you know nothing about this story. And with no back story from previous games to build on, it’s really hard to create thousands of quests to connect to a story, and create a connection between a player and a game. People LOVE Warcraft III and The Frozen Throne expansion and all the mods that came after. DOTA/3 Corridors is still played every day, and still a favorite at LAN events across the nation. The obvious exception to this is Star Wars and the DC game. Both have more lore and rabid fans than you can shake a stick at, but they both just dropped the ball and didn’t deliver on all their promises. Which brings us to point #3.
Chris Metzen. Every game made has a person with Chris Metzen’s title, however every game does not have a Chris Metzen. If you do not have a person, or a team of people, who are absolutely committed to the cause in the same manner that Chris Metzen is, you might as well scrap the whole damned thing.
So, there you go. The beginning and the end with WoW. They start out wanting to be WoW killers, they have nothing on which to stand or to bring fans, and they lack a Chris Metzen to keep them from ending.
I have to disagree on the story not being there with the the exception of the two you mentioned. Star Trek has a deep lore to pull from as Champions Online. (Not as well known but Champions is a game with a lot of history and the lore is much deeper than anything WoW ever had). There are others as well.
However I will go further I think using an existing IP is a detriment to building a great MMO. Wow for instance did not have a real deep lore to pull from, they built that lore from scratch for the MMO, they only pulled from a game premise. The issue with using an existing IP is that you are tied in, you have to stay within a framework and when you go outside the framework the premise falls apart.
I do agree that a game need a passionate staff to make it truly great. Ais also agree that the biggest issue is every game tries to be the next WoW. Players do not want the next WoW, they want something new.
You are right on the money with that final remark, Ed. People that game want to see what is next. With the reintroduction of the social aspect of gaming via comm software the MMO has come to full life. What will the current and upcoming technology allow? An interesting side note, Everybody I know that is into computer tech is a gamer, how much of a part of what has driven pc technology is a result of their market influence?
Good thoughts Travis:
I agree that IP goes a long way to making an MMO initially attractive. I don’t believe that a great and storied back history guarantees a MMO success, we have seen to many great IP games fall on their face because they were plagued by problems. But a game that is even decent and lets me play in a world that millions of people love from books they have enjoyed has to try to be bad enough to fail completely.
I also think more and more people are finally waking up and realizing that there will never be another WoW. There are just too many good games out there to suddenly steal all the players of so many games and keep them.
And you are correct that games that think they will be the next big thing based on one feature are delusional. Features can be easily copied by other games. A rich story line that is both deep and inspirational is something that is beyond value.
Thanks for sharing.
Pfester, computer gaming is likely the single biggest reason for most of the real advances we have seen for computers today. Gamer’s drove this industry hard, I mean look at the sound and video options we have. Lets face it we did not need these for Word Perfect or Lotus. Higher resolution monitors might be useful in business but lets face it the gamers were the reason for it, so games could look better.
I am however going to disagree with your comment about the MMO comming to life thanks to voice communications software. However I will save that discussion for the show on Saturday.
I may not make the show so I will extrapolate further here. First I will say that being mistaken (wrong) about something has never stopped me from throwing a bad idea out there before so…..
I recall that when Starcraft came out, my buddies and I all had dial up. We would create a 3 way calling telephone network and work it just like TeamSpeak or Ventrilo. Now that the bandwidth has become so wide we can have simultaneous voice transmission while in game. Certainly this has not hit its zenith, but it is more prevalent now than ever. This, IMHO, has reintroduced the social aspect of gaming that you folks were discussing on your show. Text based in game communication has not been the medium of choice for most people, given the ability to speak is available.
However, I fully recognize that this is changing with the coming generation of humans, nevermind gamers. I hope that in 10 years I am not fondly remembering when people used to speak to each other…. Lets not forget that our generation cut our teeth on tabletop/board gaming and the interaction that accompanied it. That has been an integral part of our gaming experience that many younger folks will have never known. This is only once aspect of the experience, but the question persists, where will this take gaming?
Heck, I may actually have to listen to your show just to see where you are going with this!