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	<title>MMOG Nation &#187; STO</title>
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		<title>On AAA Fantasy MMOs as &#8216;Solved Problems&#8217;</title>
		<link>http://www.mmognation.com/2009/01/26/on-aaa-fantasy-mmos-as-solved-problems/</link>
		<comments>http://www.mmognation.com/2009/01/26/on-aaa-fantasy-mmos-as-solved-problems/#comments</comments>
		<pubDate>Mon, 26 Jan 2009 15:22:22 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[38 Studios]]></category>
		<category><![CDATA[Agency]]></category>
		<category><![CDATA[Champions]]></category>
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		<guid isPermaLink="false">http://www.mmognation.com/?p=1673</guid>
		<description><![CDATA[A while back Steve Danuser put up a post weighing in on the fate of Tabula Rasa. His was but one of many, with Scott, Damion, Eric, and Adam all putting in their two cents as well. I can’t hope to add anything to this discussion that hasn’t already been mulled by these guys, but [...]]]></description>
			<content:encoded><![CDATA[<p>A while back Steve Danuser put up a post <a href="http://www.mobhunter.com/?p=398">weighing in on the fate of Tabula Rasa</a>. His was but one of many, with <a href="http://www.brokentoys.org/2009/01/16/perspectives/">Scott</a>, <a href="http://www.zenofdesign.com/2009/01/25/niche/">Damion</a>, <a href="http://www.eldergame.com/2009/01/19/hope-is-not-a-strategy/">Eric</a>, and <a href="http://t-machine.org/index.php/2009/01/16/we-need-to-talk-about-tabula-rasa-when-will-we-talk-about-tabula-rasa/">Adam</a> all putting in their two cents as well. I can’t hope to add anything to this discussion that hasn’t already been mulled by these guys, but I do want to clarify something that Steve links into. He says, <em>“So if these guys are so smart, and if making a AAA epic fantasy MMO is a solved problem, then why did so many games have a rough year in 2008?” </em></p>
<p>“Making a AAA fantasy game is a solved problem” is something <a href="http://www.gamasutra.com/php-bin/news_index.php?story=21613">I said in my 2008 MMO wrapup on Gamasutra</a>, and it’s something I’ve said frequently in the past. And I mean it. AAA fantasy games are ‘solved’, the formulae is complete, development and iteration on that particular niche of the niche market can stop now.</p>
<p>I never said anything about making one being easy.</p>
<p><span id="more-1673"></span>In fact, I’d probably be one of the last guys on the face of the planet to tell you anything associated with making an MMO is easy. I’ve never helped make one, I’m not a designer, but I definitely have had a lot of opportunities to see how challenging, strenuous, and sometimes soul-crushing it is to hew one of these beasts from the raw energies of human creativity.</p>
<p>When I said AAA fantasy games are a ‘solved’ problem, I mean purely from the design point of view. World of Warcraft is a niche fantasy title with simply enormous appeal. The mix of PvE, PvP, dungeons, instances, etc. etc is … if not perfect, then good enough for government work. At this particular place and time, I simply don’t see the market need for another huge-budgeted fantasy MMO. That niche is ‘filled’, and any new products trying to break into that niche will have an almost-impossible obstacle to overcome.</p>
<p>The problem with my outlook here, which you’ve probably already spotted, is that timeframes when you’re talking MMOs is always problematic. When the average MMO can take 3+ years to make, you’ve always got to be looking out ahead of where the market is right now. The games in development right now were probably kicked off after about two years of WoW; think about the huge difference in World of Warcraft’s design between 2006 and 2009. That’s a lot of supposition to make. And some suppositions from that timeframe haven’t paid off.</p>
<p>Warhammer and Conan were both made looking “beyond WoW”, with the hope and assumption that World of Warcraft players would want something kind of like what they’d already played, “but different”. Despite what their PR may have been, both of those titles were direct runs at WoW’s niche, and they both failed to achieve their goals as set out by the developers.</p>
<p>That said, I believe WAR is in a good position to grow based on the team’s extraordinary skill, dedication, and the very strong IP the game is rooted into. I worry about Conan. A lot.</p>
<p>All of this is the basis for my statement that AAA Fantasy games are ‘solved’, and simply reinforces my opinion that MMO developers should be seeking out a new niche in the market. Superhero MMOs are already on the move, with three different games vying for the position as pre-eminent title. That level of competition (something fantasy MMOs have had all along) is something I think will be extremely healthy for that genre.</p>
<p>Sci-fi has suffered mightily since the genre blossomed, but we’re now seeing a bunch of titles on the horizon that look like they’ll finally give that respectable storytelling milieu its due. The Old Republic is the obvious one, of course, but everything from Jumpgate Evolution to Star Trek Online has a chance to offer up that ‘perfect fit’. There are quite a few ‘real world’ MMOs in the works as well, and the free-to-play space is carving out niches AAA players didn’t even think about a few years back. A penguin MMO, a cartoon MMO, puzzle MMOs … it’s a cornucopia of goodness.</p>
<p>This, all this stuff above, is healthy. What SOE is doing (Free Realms, Agency, DCUO), what Cryptic is doing (Champions, Star Trek), is healthy. Even NCsoft (bless em’) made Tabula Rasa with the expectation that moving away from AAA fantasy was the right thing to do.</p>
<p>If you’re currently making a AAA fantasy MMO right now, my apologies if I’m offending you. Perhaps your game will be the one that gives that innovative twist on the MMO platform, pulls the rug out from under WoW, and ushers in a new era of multi-mmo supremacy.</p>
<p>Were I a betting man, though, I’d pass on that wager. World of Warcraft isn’t a game anymore. It’s a hobby, it’s a genre unto itself, it’s a culture … it’s an institution. And (at least in the short term) the house always wins.</p>
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		<slash:comments>19</slash:comments>
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		<title>I Hate 2007</title>
		<link>http://www.mmognation.com/2007/12/13/i-hate-2007/</link>
		<comments>http://www.mmognation.com/2007/12/13/i-hate-2007/#comments</comments>
		<pubDate>Thu, 13 Dec 2007 17:40:13 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Arena.net]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[CoH/CoV]]></category>
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		<guid isPermaLink="false">http://www.mmognation.com/2007/12/13/i-hate-2007/</guid>
		<description><![CDATA[This has been a crappy, crappy year.

Blizzard releases an expansion that&#8217;s great &#8211; and I&#8217;ve barely played it.
Vanguard flops
Cryptic sells CoH, and now is completely silent.
WAR and Conan are delayed until 2008.
Ryzom goes under, again.
Perpetual explodes, sending shards of two unreleased games flying.
My EQII experience has gotten kind of crappy.
Auto Assault closes.
LOTRO releases to relatively [...]]]></description>
			<content:encoded><![CDATA[<p>This has been a crappy, crappy year.</p>
<ul>
<li>Blizzard <a href="http://www.mmognation.com/2007/01/17/the-burning-crusade-proves-me-wrong/">releases an expansion</a> that&#8217;s great &#8211; and I&#8217;ve barely played it.</li>
<li>Vanguard flops</li>
<li><a href="http://www.mmognation.com/2007/11/06/tights-fight-gets-interesting/">Cryptic sells CoH</a>, and now is <a href="http://www.massively.com/2007/12/11/cryptic-studios-says-adios/">completely silent</a>.</li>
<li>WAR and Conan are delayed until 2008.</li>
<li>Ryzom goes under, again.</li>
<li><a href="http://www.mmognation.com/2007/10/09/nothing-is-perpetual/">Perpetual explodes</a>, sending shards of two unreleased games flying.</li>
<li>My EQII experience <a href="http://www.mmognation.com/2007/11/29/up-against-the-grind/">has gotten kind of crappy</a>.</li>
<li><a href="http://www.mmognation.com/2007/07/06/two-months-of-massive/">Auto Assault closes</a>.</li>
<li><a href="http://www.mmognation.com/2007/04/24/lotro-launch-day/">LOTRO releases</a> to <a href="http://www.mmognation.com/2007/04/27/launch-week-annoyances-hobbit-snark/">relatively positive</a> reviews &#8211; and I&#8217;ve barely played it.</li>
</ul>
<p>Most distressing for me, personally, is that in the last two weeks I&#8217;ve killed both of my gaming PCs. I now have no way of playing even World of Warcraft, let alone something like AoC or Pirates. You wouldn&#8217;t believe how much you want to play a MMOG when you can&#8217;t.</p>
<p>About the only thing I have fully appreciated this year is Eye of the North, which I&#8217;m now really enjoying on my wife&#8217;s PC.Â  I&#8217;m almost done with the Norn quest line &#8230; more about that later.</p>
<p>The thing that prompted this post was <a href="http://www.massively.com/2007/12/13/auran-goes-into-voluntary-administration-entire-staff-let-go/">Fury&#8217;s demise</a>. I said publicly in a few different places that I thought it had potential, and that I was hopeful for the little Aussie game studio. Just embarrassing. Maybe I thought that they&#8217;d take a little more time to get it right before releasing?</p>
<p>Whatever. Burning Crusade is obviously an unqualified success for Blizzard and the Massive industry as a whole. In fact, this year could be considered the year that Massive games went mainstream. Truck commercials, South Park appearances, Mr. T and Shatner &#8230; the only problem is that one game in the genre has gone mainstream. As a whole, new ventures this year have floundered or been delayed, while several existing titles have sunk beneath the waves. For better or worse, most of <a href="http://www.mmognation.com/2006/12/30/mmognosticating-2007/">my MMOGnostication predictions</a> have come true. That makes me bloody sad.</p>
<p>So: screw you 2007. Hopefully &#8216;08 will offer bigger, better things.</p>
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		<slash:comments>11</slash:comments>
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		<title>Perpetually Struggling</title>
		<link>http://www.mmognation.com/2006/12/15/perpetually-struggling/</link>
		<comments>http://www.mmognation.com/2006/12/15/perpetually-struggling/#comments</comments>
		<pubDate>Fri, 15 Dec 2006 22:20:35 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Asides]]></category>
		<category><![CDATA[GnH]]></category>
		<category><![CDATA[Industry]]></category>
		<category><![CDATA[Perpetual]]></category>
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		<guid isPermaLink="false">http://www.mmognation.com/2006/12/15/perpetually-struggling/</guid>
		<description><![CDATA[Gamasutra has word that Perpetual is having some problems. So much so, in fact, that they&#8217;ve had to drop thirty-five employees.
As we achieve this major development milestone, a number of content production roles come to an end. The Gods &#038; Heroes team remains over 80 talented people strong as we enter the final phase prior [...]]]></description>
			<content:encoded><![CDATA[<p>Gamasutra has word that Perpetual is having some problems. So much so, in fact, that they&#8217;ve <a href="http://www.gamasutra.com/php-bin/news_index.php?story=12116">had to drop thirty-five employees</a>.</p>
<blockquote><p><em>As we achieve this major development milestone, a number of content production roles come to an end. The Gods &#038; Heroes team remains over 80 talented people strong as we enter the final phase prior to launch &#8212; play-testing and tuning to deliver the highest quality game possible &#8230; Perpetual remains 100% committed to shipping a fantastic Gods &#038; Heroes game and to continuing development of the much-anticipated Star Trek Online.&#8221;Ã‚Â </em></p></blockquote>
<p>Hey, that&#8217;s awesome, guys, and I&#8217;m sure the game&#8217;ll be great. But umm &#8230; why did you have to cut those content production roles 10 days before Christmas? I&#8217;m just sayin&#8217;.</p>
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