Massive Growing Pains Part 2
Chapter 3: The Melding of Single Player and MultiplayerThe treatment of the MMORPG as a genre separate from other genres is a delicate balance and one that is becoming both increasingly difficult to justify and increasingly important to consider. In the end massively multiplayer online games are just that. They are games. And while there are some inherent differences, as with any genre, many of the things that worked in other games will work in MMORPGs. As the genre grows it will diversify and you'll see sub-genres within it that will, by and large, tend to reflect the major genres of smaller scale games. The crux is that there are only a few differences between the two types of games. However, thus far, those few differences have driven a rather large wedge between game styles. However, as the genre evolves we will see a further integration of what is successful traveling both ways as mechanics and techniques will be lifted from the single player world and transported to multiplayer and vice versa. Chris Strasz brought up a solid point about developers as a whole: "I think one of the interesting things is that a lot of the examples we've been using are in single player games…. I've heard a lot of people say 'Oh, I want to bring the single player element into massively-multiplayer games.' When you look at some of the very high production quality single player games where content is shorter it's a little bit more possible to get in things like cutscenes and full-screen cinematics and we're to the point where some of the developers might look at bringing some of these things into the Multiplayer games." This sentiment has often been stated as a goal of many developers of "Second Generation" titles. Primarily that seems to be a reaction to things such as content barriers, network/latency issues, player retention measures, and the like that are all things which have created a very distinct experience in the First Generation. This is one thing which will tend to resolve the differences between single and multiplayer gaming as the hurdles are conquered. There's a remarkable dichotomy that must be overcome to reach this convergence however. Jeremy Gaffney explains the dilemma well in this quote:
So we have a situation where the term "massive" means more than just a massive number of players. It also means a massive amount of content. But as companies bridge that divide and start finding better and better ways of providing large amounts of compelling content we'll see the gap lessen. This is already happening in many of the games that have released in the last year or two. The cinematic experience is being drawn on by companies like Square-Enix, SOE, and Blizzard. World of Warcraft and Everquest 2 are good examples because they're both big worlds, like previous games, but they're also surrounded by a framework that attempts to aid the player in finding a direction from which to experience the world through the use of lore, storyline, and quests. It remains to be seen how successful they will be but their success, both short-term (which seems high at this point) and long term, will have to be evaluated by games coming into the market further down the road. The true danger, in fact, is not in believing that single player and massively multiplayer are too similar but rather that they are not similar enough. The Sims Online is a virtual case-study of this sort of failure. Everyone expected it to bring in a flood of new players and revolutionize the genre. Why it didn't is what Paul Sage refers to as "the corruption factor":
It is this trap that this chapter is here to parable. As the MMOG developers overcome hurdles they are refining gameplay and the two sub-types are drawing closer and closer together. This is a natural occurrence. After all, single player games have been refining the experience as a whole for forty some years. As a developer, it's important to understand the differences, the challenges, and the traps of designing a game intended for the Massively Multiplayer space but not to over think the proposition. To believe that the Massively Multiplayer space is truly separate is to throw out decades of game development that is tried and true. Chapter 4: The Stratification of Online GamingThe "triple A" MMORPG titles are currently engaged in a feature war. Budgets are driving ever higher and higher as scopes soar to larger and larger heights. With that we are seeing a diversification of the genre. This move towards bigger and bigger games is leaving a window of opportunity. And within the window whole new types of games are being developed. Long, Gaffney, and Sage explained the situation in detail:
There exists an interesting window of opportunity. It's easy, in all genres, to overlook the very small titles and keep focused on the blockbusters. But despite the major hurdles of entry it's possible to create small titles and survive. There are games doing it right now and as the bigger games continue their war and continue to grow this window of opportunity is only going to widen. There are pitfalls however and special considerations. Weil laid out one of the biggest unanswered questions: "I definitely agree with Starr about the specialization and the proliferation of many smaller games. I mean you certainly have a lot of small target groups. You know you have people who like World War II stuff, you have people who like flying, you have people who like bass fishing, or riding horses and there have been fun games about all that stuff. And my only concern about that is the mindset of, Ok, so you get the game together on a shoestring budget and you launch it and you're making your bills and being able to make a little bit of money on top of that and that's fine. But three or four years down the road, where are you getting the money to do the kind of upgrades, either software or hardware, that your going to need to do? Is it going to be just a constant turn over of those little ones or are they going to find a way to actually be persistent?" We won't see the answer to this for a few more years, although the most likely result will be a mixture of the two. Of the small games a very few will "hit" and become so successful that upgrades aren't an issue. Others will survive for a few years only to eventually fade away as they are outpaced by the growth of technology and innovation. But don't make the mistake, with all of this talk about smaller games, of thinking that the big games are going away. Peter Freese explains:
And so we will see a war of innovation and diversification over the next few years mostly fought among the small titles. Meanwhile the large titles will continue to grow and grow while facing their largest challenges and making their largest innovations not necessarily in the content itself (although this will happen) but rather behind the scenes in the very ways in which MMO games are created. Chapter 5: Innovation, evolving the genreTime and again, we've come back to the term "innovation". It's a challenge that gaming faces over most other forms of entertainment. Few tout how their latest movie or novel innovates their respective industry. When a movie does come along and innovate it's huge; it gives us our Star Wars and our Matrix. It's a very defining moment to their entire industry. Conversely games are expected to innovate. Even sequels are expected to bring something new to the table. Some of the most successful series of all time, the Ultimas, the Final Fantasys, the Grand Theft Autos, have gone back to the drawing board, sometimes radically, with every installment. Because games offer so many more entertainment hours than other products we need to provide a reason to play a new game. Few would wonder why you'd go see a new movie. You saw the last one. It's done. But games are many, many times longer and are often designed to be very repeatable experiences so they, inherently, are more challenging to get into people's hands. Why, after all, would a consumer pay for the same experience they already have? This is why innovation is one of the cornerstones of the industry. MMORPGs, by extension, have an even greater challenge in this area. MMOGs are designed to support weeks, months, even years of gameplay. This greatly increases the investment of the player in a particular MMOG and makes innovation even more important as the enticements needed to convince a player to change games face an even higher bar than single player games. While we've established that innovation is important there is another piece of the puzzle. It's easy to say, "Go forth, and innovate!" but it's also important to understand where innovation is available. Starr Long elaborates: "It's interesting because, technologically and even game design-wise, you can argue that we lag somewhat behind offline gaming or regular multiplayer gaming in visual technology or physics or whatever it is and so that perceived lack of innovation is also symptomatic of the fact that we're just executing things that have already been done. Like if you look at the movement from Ultima Online to Everquest that was a big jump technologically from 2D to 3D but that had happened like, you know, 10 years before in regular gaming but it was perceived as a huge leap because it had already happened elsewhere." If the "standard" features of innovation are unavailable where should developers be looking to bring something new to the table? Jeremy Gaffney responds: "I think you're going to see your innovation be in feature sets beyond 'Hey, I'm an avatar. I'm walking on terrain.' You're not going to see a lot of innovation in those basic things. What you're going to see is better social systems. You know people haven't explored social systems very well right now. Things like the 'side-kicking' in City of Heroes where you can group with people outside of your level range, I think people are going to do more things like that and take that type of thing to the next level. Guilds are a pretty basic grouping mechanic and I don't think anyone's done anything truly innovative with that in a while. You see that infrequently but not that often that people are really tweaking that stuff. I think there's a lot of growth there because that's an area, as mentioned before, that's never been explored in offline games. That's where you can innovate really in the online games because no one has done anything like that before." This is our target. Gameplay and social systems. Because, as Long said, there will always be technological hurdles and the genre will always lag behind smaller scale games so it's a simple mater of defining what's unique. And what is unique about Massively Multiplayer Online games? Well, the massively multiplayer part. This is the target of innovation. How do people interact? How will gameplay assist, impede, or challenge their interactions. How can we overcome issues which frustrate interaction? These are the type of questions whose answers will lead to the future of online gaming. But is there anything a developer should be aware of when looking for these innovations? Long and Gaffney offered up a number of things which developers often overlook:
Gaffney concluded with this thought, and I will end the chapter on it:
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