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The Stagnation of MMO industry/genre and why

STAR WARS: The Old Republic > English > General Discussion
The Stagnation of MMO industry/genre and why

Baphomet_x's Avatar


Baphomet_x
07.04.2012 , 05:37 PM | #111
Quote: Originally Posted by jgelling View Post
Baphomet, I just want to acknowledge that as being officially the most nerdy post I've ever seen here in the forums, and I love it for that!

(I disagree though - unlike nature or fine wines, if a game loses traction it usually doesn't age well. Of course there's always an initial drop-off but a well-designed MMO should be stickier than your average RPG).

SWTOR as a planetary youngling is already how many years in the making?
my opinion is chaos comes before order,or more so chaos brings order..

i got two well grounded notions to support my point...

1.this is capitalism,and there was a gargantuan amount of money invested into this game by investors,you think that investors would let bioware get away with letting thhere jaw dropping investment vaporize?,or more to the point,what would you do if you were super rich and made the investment to bring a game like this to life?keep your entire developement cycle secret?i think so,maybe >.>

2.when it came time for the first star wars movie to be made,lucas had one heck of a time trying to pin things down...this is availible in multiple books...at one point in an early script revision,the jedi we know today were called "the legendary jedi bendu warriors" facing off against "the legions of lettow"....but of course vision and intelligence won the day and we arrive hear...see?chaos before order


and thanks for the acknowledgement

Jenzali's Avatar


Jenzali
07.04.2012 , 06:11 PM | #112
It's not just the MMO genre that's stagnating.

AAA gaming in general is stagnating because people continue to buy the same thing year after year. It's staying the same because that's what makes the most profits.

The unfortunate truth is that innovative games at most have a niche fan-base and even if it does attract a larger crowd, they always end up drifting back to their familiar things. Their WoW, Call of Duty, The Sims, and NHL/FIFA year after year.

The most successful in business are usually those that copy something else and improve upon it.

I think SWTOR did right in this regard. It plays in a very familiar style and is based on arguably the best possible IP (Star Wars) for an MMORPG or RPG. Sure, it "stole" the dialogue system from Mass Effect, the end-game from WoW, and the story from KOTOR, but put it all together and the players feel pretty invested in their characters even if each of those elements alone don't compare to their counterparts. I'm here because I loved WoW, BioWare RPGs, and Star Wars.

SWTOR has its fair share of innovation that most people seem to forget. While some aspects feel outdated, others were done outstandingly such as:

- Huttball. WoW's PvP can't hold a candle to how exciting and dynamic the gameplay is, even despite class balance issues which inevitably exist in every game. People seem to forget that WoW PvP is entirely two dimensional and you can't even leap/pull/push/charge to higher levels or across pits and fences.
- Energy/ammo/heat resource, the first MMO to ever use something other than a nearly limitless expendable pool (mana). The fact that this is available to healers makes it even more interesting.
- The class design - only the Guardian/Juggernaut and Sage/Sorceror are really reminiscent of traditional MMOs. The others put a nice new twist on them. Healers and tanks that stealth? "Ranged" tanks? Grapples, pulls, and pushes. Cover (this is another big one). I also like the idea of not having an auto-attack. If you've played games with auto-attacks you know there's always those people who are obviously occupied with something else and are not pulling their weight.
- Companions - this is a huge one. Although it's disappointing they aren't used too much at max level other than for dailies, it makes leveling up solo orders of magnitude funner than the old "auto-attack, alt-tab out, loot, rinse and repeat". It's finally viable (if a bit slower) to level from 10 to 50 as a pure healer or pure tank regardless of whether you like flashpoints, PvP, heroics, or questing.
- Story - don't really need to say anything about this. Even the people who hate SWTOR agree that it had the best leveling up experience, at least the first time. The only opinion I have to add is that I wish that the side-quests didn't consume so many resources and voice acting time, and that instead they focused more on the class storylines and the planetary arc.
Dashto Vant - Arsenal Mercenary - The most dashing bounty hunter in the galaxy.

LaManoNera's Avatar


LaManoNera
07.04.2012 , 06:43 PM | #113
It's stagnant because "MMO" is not an industry or a genre. It's a technology and a service. The technology powering these games has stagnated and the service in them has steadily degraded over the years.

Long story short: most game developers don't know how to create and run a MMO.
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Definition: Love is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope.

Baphomet_x's Avatar


Baphomet_x
07.04.2012 , 07:33 PM | #114
Quote: Originally Posted by LaManoNera View Post
It's stagnant because "MMO" is not an industry or a genre. It's a technology and a service. The technology powering these games has stagnated and the service in them has steadily degraded over the years.

Long story short: most game developers don't know how to create and run a MMO.
erm..ive been going from one mmo to another over the years,service was no better in 2004 than it is now...things were worse back then

heck even back in 2001 it was bad....this is a big improvement

VictorVinoda's Avatar


VictorVinoda
07.04.2012 , 07:34 PM | #115
I've read all this and I must say: THAN YOU!

I hope someone actually listens to what is being said here.
€Ξ▒▀▒{§}▒▀▒∑▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ I Fight For You ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀D

twinionx's Avatar


twinionx
07.04.2012 , 08:18 PM | #116
Quote: Originally Posted by cyberfreaq View Post
I wouldn't fully blame the developers for the games' (in general) stagnation. I would also blame part of the players who:
  • play a game simply because it is a well-known franchise. Most of the time, quality is not important for them
  • buy games simply because they like the company developing it. Again, quality is not that important
  • fanboism of any kind
  • they have very little past experience with games OR they have limited knowledge of gaming in general (see facebook games)

It is the same case as with movies and 3D, who attract an unhealthy amount of viewers for god knows what reason. People are not "educated" enough. Of course, there are those who simply don't care, but they are an exception.

Gaming has become a huge thing, financially speaking, in the last 10 years. Studios that were made out of 10 people in the 90's are now industry giants, with budgets enough to support a small country (in other cases, buy one).
These companies are now led by people looking on tables, graphs, statistics. I am willing to bet that most of the CEO's and other high raking subordinates don't even play the games their companies are making. They look at the company's stocks and decide what's the next step or if a product is good or bad, based on the number of sales.
It is the sad truth of the world we live in nowadays.

The audience itself is new. Being born in 1990 I grew up with Thundercats, Eek the cat, Life with Louie, Jack the pirate and so on. I played games like Heretic, Hexen, Dark Forces, Unreal, Lost Vikings or Skynet. I watched movies like Terminator, Blade Runner, Commando, Alien, Dirty Harry and Lethal Weapon.
However, audiences like me and the others who were born at the same time or before me are no longer relevant in the grand scheme of things, in a world where everything is based around marketing.
Just like in the cartoon or movie industry, I just started to get used to the fact that games are never going to be as they used to.
Because there is a new audience who grew up with consoles like PS3 or XB360. Grew up with games like Crysis or COD: MW2, with CGI movies. They will never know how happy we were back in the days of good ol' dial-up modems when we downloaded something with 30kb/s.
And I don't blame them.

They grew up with WoW as their first "big game" so it is only natural that it is a standard for them. Look at these forums and count the number of people asking for WoW-like features and/or calling us crazy for asking for innovation by responding with "this must be your first mmo".
Again, can you really blame them for that?

I personally believe that the only reason devs are still using the WoW as their main inspiration source is because they are afraid of innovation and would rather use the things that made the competition flourish. Because it all comes down to profit. And that is also because companies are ran by people who have absolutely no idea what gaming is.
It all falls down on the development team, who no matter how dedicated, must do whatever the stockholders say or else...
Gaming companies is general have become like robots: there is very little emotional involvement in their products, they are very secretive and very strict, they take things very seriously (too seriously if you ask me), they have a single mindset - make more money, everything else is irrelevant.

The marketing department has become heavily involved in the development of a game, by pushing release dates, retail prices, ideal sale numbers but also the theme of the game, gameplay limits, story, graphics, sound. I am saying this because I know from a few close friends that working as a developer at a big budget gaming company is no walk in the park and that you are given very strict orders which you have to obey or you're thrown out.

This is why companies shamelessly "import" features from the competition, simply because it worked for them.
The "new-age" gamers are getting used to that and start to think that it is actually a good thing as they have no previous knowledge of "old-age" gaming.

So companies have no problems in any way to continue to launch bland, overused and repetitive gameplay features, because no matter how low they'll go, there will always be an audience (very young audience mostly) who will gladly pay 60$ for the same game with a different title every year and who will defend their beloved gaming companies from any usurper who dares to think that these games and companies are anything but perfect.

I have ever since the launch of SWTOR said that if this game aims only to be a clone with story, it will not be as successful as any Star Wars fan wanted. I have specifically said that it had potential. But what it needs is:
  • action oriented combat, like in Jedi Academy
  • not on-rails space combat
  • larger planets with more replayability value
  • less raid-driven content and more player-driven content
  • minigames

Even during the beta I expressed my concerns regarding the "holy trinity" and the "themeparkisation", and I wasn't the only one. Now we're 6 months after launch and after 6 months of continuous feedback, Bioware has announced that we are going to be given more themepark and generally more of the same.

While I am not a fortuneteller and can't know for sure what surprises Bioware has in store for us in the future, I continue to feel that posting messages like this one is pointless, because I feel that they will continue to do what they think is right and not what the community asks.

Just look at how "many" devs respond to threads in the Suggestion section. Yeah, not that many, except the moderators who occasionally delete a reply or close a thread.
And this brings me back to the above statement that these companies feel more like robots than alive people.
There is very little communication between devs and the community (a thing which was common back in the day), a lot of secrecy and a lot of control over everything. Just like at the big gaming conventions where only the convenient questions are answered and we are treated with a trailer at best.

But there is good news: people seem to have woken up somewhat in the past few years and they seem to be pushing the devs away from the stagnation the OP has been talking about. Slowly, but surely we are moving away from the WoW-era and that is proven by at least one of the more recent mmorpgs, which even though are far, far from being any good, have implemented at least one interesting and innovative feature (like action-oriented combat in the detriment of hotkey combat). And that is a step forward.

However, we are still not there yet and as long as gaming companies continue to be ran by the marketing departments, gaming in general will continue to be considered the second Hollywood.

I don't know if anyone took the time to read this entire post or if they agree to it. I honestly don't care either. It is how I feel about the current state of gaming and mmos and I felt like expressing this in a thread where maybe 3 people at most will read more than the first 2 paragraphs. It is my opinion and I stand by it, until someone proves me wrong.
I totally agree with you about the customer part.

When Diablo 3 came out, I don't see a great game coming out. I see 1 million mindless drones flocked to it just because it was done by blizzard.

However, I disagree the themepark concept is flawed. Pretty much games (either MMOs or Single players) are either sandbox or themepark (or guided tour for single player, since you can't do that for MMOs). I think the problem is that most MMO, including SWTOR is flawed themepark.

Which themepark has rides that requires you to have 10 friends before you can ride together? Which themepark requires you to have equiped $10,000 worth of equipment before you can ride? Which themepark has rides that requires everyone to be 30 years old before you can ride? Well, most MMOs, including SWTOR is like this. They have themeparks but the rides are all flawly designed.

If they design it well, everyone should be able to run dungeons or flashpoints together, not separated by levels, roles, factions, servers and gears.

twinionx's Avatar


twinionx
07.04.2012 , 08:22 PM | #117
Quote: Originally Posted by Taurusaud View Post
SWTOR is no WoW clone. The production quality of the two is totally incomparable. As far as I'm concerned, nobody has been able to even match WoW's production quality, they are all cheap imitations that cut too many developmental corners. This is why even with WoW declining and cannibalizing itself with horrible design decisions, no MMO is rising to take it's place.

I applaud your efforts OP but they are of no use here. You're preaching to the choir. These games aren't made by MMO fans or even gamers, but business execs who hold the almighty dollar much higher than artistic integrity, innovation and fun. And as long as they continue down that path, they deserve to continue failing on a multimillion dollar scale.
Yes, but it is the gamers who pays these execs. The message is to all gamers, developers and investors. Make the next breakthrough game and here are my suggestion how. Do so and you will be like Apple with their iPhones. I don't think executives would want to miss that boat. Don't follow the crowd. Harness what was done before and build the next level.

Aim higher.

And of course, don't forget about gameplay and fun. I didn't mention it because I thought those would be something that should be standard by now.

twinionx's Avatar


twinionx
07.04.2012 , 08:26 PM | #118
Quote: Originally Posted by Siorac View Post
Removing levels from an RPG seems very, very wrong to me. Gaining a level and getting access to new abilities and improving your stats are some of the greatest joys of an RPG. One of the things that separates the genre from action games/shooters (which, unfortunately, start to creep into RPGs more and more often; and those FPS players usually praise MMORPGs which want to introduce things like actively blocking or dodging... sigh).
I've already explained why having levels does NOT make sense. In MMO, you want your players to keep playing. For years if possible. Why have an ending in terms of max level? This is just hamster-on-the-wheel. Sooner or later, players are going to realise this and resent you for it.

Instead, focus on the EXPERIENCE. When your player quits your game after many years, they will remember fondly of their experience rather than what reward they got out of it.

twinionx's Avatar


twinionx
07.04.2012 , 08:36 PM | #119
Quote: Originally Posted by jarjarloves View Post
It's a MYTH that the MMO market is stagnet. It just appears that way.

Think about FPS. Now when Doom came out we would see about 10 to 20 + Doom clones come out a year some of them had minor improvements. Then Half Life came which was a HUGE change. Since then we don't really get many huge changes in FPS but each game tries to do minor improvements and we still get probably about 5-10 new FPS a year.

In MMOs they take MUCH longer to make and we are lucky if we get 2-3 new mmos a year. HOWEVER in each MMO we do get some new contributions to the genre. Now if they made 10 new MMOs a year you would see the rapid innovation that you do with FPS or other genres. But since it takes so long and we only get a couple each year you will only see gradual changes.

As for Sandbox MMOS they are a niche market and will never catch on the mainstream

HOWEVER You will see themepark mmos add sandbox elements in their games.
The changes in MMOs are mainly cosmetic.

While I would say if any designers take my suggestions into consideration when designing their MMOs, there would be an upfront cost, after that, the costs of maintaining is minimal.

For example, if you do away with levels, you won't need to constantly make new content. Because your initial content can be enjoyed by many people constantly because they are FUN.

Let's imagine this using SWTOR as example.

Imagine no levels and anyone can run any flashpoint as they wise and as often as they like. And let's say flashpoints don't need trinity. So today I may be running with 4 DPS, tomorrow with 1 tank and 3 DPS, next day 1 healer and 3 DPS. And everyday I run different flashpoints. My experience will be different because the fights will be different and I can run different flashpoints instead of just 1 or 2 "end-game" flashpoints. Or worse for operations only that particular operations for that particular gear. I call it the locust behaviour. Consume on flashpoint/operation and then move on.

Or I decided to switch over to imperial side when I was previously from republic. (Either PvP or PvE). The subsequent cost to make new contents are not going to be much because players will run your new content only because it is fun and won't rush to complete it just to get the next new "phat loot". There is not way you are going to make new content faster than player can consume it. Hence make the player enjoy the consumption.

Essentially, MMOs should be like a fine restaurant and not MacDonald's. (even Mac is trying to make the dining experience enjoyable now instead of grab a burger and go)

Robochomp's Avatar


Robochomp
07.04.2012 , 08:42 PM | #120
Quote: Originally Posted by twinionx View Post
The changes in MMOs are mainly cosmetic.

While I would say if any designers take my suggestions into consideration when designing their MMOs, there would be an upfront cost, after that, the costs of maintaining is minimal.

For example, if you do away with levels, you won't need to constantly make new content. Because your initial content can be enjoyed by many people constantly because they are FUN.

Let's imagine this using SWTOR as example.

Imagine no levels and anyone can run any flashpoint as they wise and as often as they like. And let's say flashpoints don't need trinity. So today I may be running with 4 DPS, tomorrow with 1 tank and 3 DPS, next day 1 healer and 3 DPS. And everyday I run different flashpoints. My experience will be different because the fights will be different and I can run different flashpoints instead of just 1 or 2 "end-game" flashpoints. Or worse for operations only that particular operations for that particular gear. I call it the locust behaviour. Consume on flashpoint/operation and then move on.

Or I decided to switch over to imperial side when I was previously from republic. (Either PvP or PvE). The subsequent cost to make new contents are not going to be much because players will run your new content only because it is fun and won't rush to complete it just to get the next new "phat loot". There is not way you are going to make new content faster than player can consume it. Hence make the player enjoy the consumption.

Essentially, MMOs should be like a fine restaurant and not MacDonald's. (even Mac is trying to make the dining experience enjoyable now instead of grab a burger and go)
100% agree with this and so many games make this mistake. Why waste time, resources and content on things that will only be played through briefly never to be seen again unless your an altoholic (which in my opinion is a terrible way to design your game to have to rely on alting for any type of replayability, but thats a whole other issue). By eliminating leveling everything created can be forever playable and no zones go to waste.