Like out of some kind of cheap summer horror flick, it is upon us like a ravenous monster threatening all of gaming kind. No one knows where it comes from or completely understands the nature of the beast. However, the reasons it has found its way onto this plane of existence go something like this:
- Game developer realizes that no game is going to please everyone, so they need to target a niche.
- Game developer wants to make a lot of money (perhaps because they anticipate the development cost of their game will run into the millions) so they go for the biggest niche possible.
- The “casual gaming” niche, made up of people who don’t normally play games, is identified as being a much bigger niche than people who do.
- Game developer thus develops a casual game which, as any anonymous Wikipedia contributor knows, features:
- “Extremely simple gameplay, like a puzzle game that can be played entirely using a one-button mouse or cellphone keypad.”
- “Allowing gameplay in short bursts, during work breaks or, in the case of portable and cell phone games, on public transportation.”
- “The ability to quickly reach a final stage[6], or continuous play with no need to save the game.”
- “2D, abstract graphics.”
- “Some variant on a “try before you buy” business model or an advertising-based model.”
Basically speaking, they’re doing their damnedest to make the next great version of Gems because by their reasoning that’s where the money is.
Business-wise, this casual gamer model of development makes sense and (unfortunately for the core gamer) seems to produce genuine results. However, does it work because there really is a massive pile of dummies out there who are just itching to spend their money on something extremely simple, or is there more at work here?
I don’t think even casual gamers need or want “extremely simple gameplay.” Such gameplay has the inherent problem that, being extremely simple, it has little long-term appeal. Even the casual gamer should have trouble enjoying a game once they realize that there’s really nothing to it.
Instead, consider that all the casual gamer really wants is a game that is easy to play. There’s a distinction between “easy to play” and “extremely simple gameplay.” An easy to play game does not repel the user on the very interface level, while an extremely simple game is simply a shallow game.
There should be such a thing as a game that is both “deep” and “easy to play.” This would be a game with a shallow learning curve to understand the GUI (the means of interacting with the game) while having a relatively deep game mechanics (the intellectual meat of the game itself).
For a gamer designer, this is business as usual – most of the job is about constructing an accessible GUI to present a game. However, it’s a lot easier to put together to make a simple game accessible to the player than a sophisticated one. The deeper the game’s mechanic, the more ingenuity you need to present it well, and most would abandon a deep mechanic long before the GUI is mangled to the level seen only in Derrick Smart’s ambition.
That more designers are not willing to take up this challenge gives me hope to one day develop games myself. It’s very much an industry where everyone who is working in it is terrified of the thousands beating at the door to take their place. However, if so few of those thousands are actually capable of presenting an adequately advanced game, maybe I’ve got a chance after all.
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Aspect 1: A MMORPG has to be an entertaining game.- Aspect 2: A MMORPG needs to have a compelling sense of purpose to play.
- The spectacle effect.
- You have a character to advance.
- You wish to explore the content.
- You wish to socialize with friends.
- You wish to compete with strangers.
- The game keeps getting better.
This is a point that is lost on many aspiring MMORPG developers to be: That a game is massively multiplayer does not give it permission to be a poor game.
It needs to be a game, unless you’re making a MMORP. Maybe only a MMO, if you’ve no roleplay. It just sort of hangs there, unfinished. This isn’t an anagram joke because I’ve played a ton of boring, half-finished MMOs before. You need that G for Game.
What’s more, it needs to be a good game. You’re expecting players to spend hundreds of hours playing this game. To simply implement a series of repetitive tasks and a leveling treadmill only gives the players something to do, it doesn’t assure you’ve given them a fun thing to do. No matter how many “hooks” (aspect #2 below) you have in the player, once they’ve bored of the game it’s only a matter of time until they leave it. Chances are, the hooks will only hold them there until they’ve burned out so severely that they have very nasty things to think of you and your company’s concept of crappy game design.
As added incentive to implement good gameplay, I’ll mention that WoW nailed that G, and that’s why it’s #1. Although, in the interest of full disclosure, I’d say this probably gave only a base appeal which was multiplied by 1000x popularity thanks to the Blizzard brand-name. Still, without even that base appeal in the game mechanic, WoW wouldn’t have gotten any further than Star Wars Galaxies.
To start, let me ask you this question: Why would a player be interested in first shelling out $50 for a box of a game and then pay $15 per month to continue playing that game when there are already a ton of games for $50 (or less) available? After all, every game, at least if it’s a good game, offers fun — there needs to be more to it than that.
The answer is because MMORPGs appeal by offering a sense of purpose beyond that of simply being a game. Think of this purpose as a reason to shell out $15/mo to continue playing this game when you could be playing something else.
Some possible aspects include:
Above all, remember that MMORPGs are spectacles – a lavish, public event. The more you can leverage this into your MMORPGs, the more willing people will be to hand over a monthly fee to participate.
This appeals to Richard Bartle’s Achiever or basically any player with an imaginary power fixation. Don’t lean on this too heavily because one eventually becomes disillusioned by the grind and seeks alternate motives.
This appeals to Richard Bartle’s Explorer or basically any player who wants to see all the cool content included in the game. Of course, if the game is one massive cut and paste job, it won’t appeal to these players at all.
This appeals to Richard Bartle’s Socializer or basically any player who is a real people person and takes to using MMORPGs as a portal to do that. Despite the general ineffectiveness of the average MMORPG tavern, don’t scoff at this: It’s pretty much all they do on Second Life.
The trick is weaving socialization into the game instead of expecting players to socialize around it. Star Wars Galaxies’ cantina and hospital systems were a good attempt, but they lacked subtlety in that they forced players to be there, and the result was that they completed their transaction as rapidly as possible and moved on. Something that might have worked better would be to have players actively participate in eachothers downtime wherever they are (assuming the downtime does not distract from the game’s entertainment overmuch).
This appeals to Richard Bartle’s Killer or basically any player who enjoys proving their superiority over others.
I have to say that, out of all the factors presented here, this is the main one you’ll want to consider taking a pass on because these players are generally griefers (or close to it). People who are pushing hard for PvP MMORPGs generally want a nice platform to grief others and, I’m sorry, but that’s simply a recipe for failure: People do not enjoy being annoyed by you, and neither would you if your roles were reversed.
Besides, there’s pleanty of games you can do this in without plunking down $15/mo in – such as your average Tribes or Counterstrike spin off – and this is why dedicated PvP MMORPGs tend to flop.
One of the things I really enjoy about MMORPGs is knowing that it will continue to grow and change, and this creates a compelling purpose to continue paying $15/mo.
This is by no means an all-inclusive list of potential reasons you can invent for people to continue to subscribe to your MMORPG. For maximum appeal, you need to include as many of these factors as possible, because different people will be attracted to different purposes. Simultaneously, it should go without saying that this should be tailored to your intended audience. It’s safe to assume that most players will have a varying amount of interest in several aspects, and nobody said you can’t fish them in with multiple hooks.
Again, out of added incentive, I’ll draw some devastating examples. MMORPGs that have completely missed including a good sense of purpose include Asheron’s Call 2, and Earth and Beyond, and Auto Assault. They were not built to properly harness the MMORPG spectacle. They didn’t quite muster enough lasting potency in the achievement/social/killer/socializing departments. They couldn’t improve rapidly enough to compensate for this. The result? All three games are no longer in service – canceled outright. The sense of purpose beyond the fun is important for a MMORPG!