Over the time I’ve been playing MMO’s (aside from EQ2 I’ve also invested time in World of Warcraft, City of Villains, Lord of the Rings Online, Tabula Rasa, Warhammer Online, and numerous beta other beta tests), one thing that has become apparent to me is the continuing, increasing trend of top-level interaction between devlopers (collectively the producers, designers, artists, and service folk) of any given MMO, and the playerbase.
From the top-end perspective, you have the game producers. People like, to use EQ2 as an example, Gallenite or Froech or Kirstie. Even, on rare occassion — but not so rarely that people don’t know who he is — John Smedly, himself. These folks, be they SOE employees, or any official persons from any of the other listed games, they communicate through a number of avenues, ranging from official forums (EQ2 and LOTRO) unofficial fansite forums (Warhammer); corporate blogs, personal blogs (see the links on the right). Larger MMO populations, like WoW, may have more developer posts overall, but due to the sheer volume of comments left by players, seem somehow less personal than the smaller MMO games like EQ2 or LOTRO, where it seems developers may know some players on a first name (or at least, first-handle) basis!
On the player end, then, you’ve got a mass of outlets: first among those are the news-based, fan-operated websites, mainly comprised of a news blog or other type of feed, and a forum community. More recently “forums” and “news” have melded into what I call ‘commentary content blogs’ — blog sites where people write editorials (like this one, for example) about things, and then others can post their thoughts, ideas, opinions, and so forth, without a strict requirement to register or sign-up, etc. You also have more official, less personal places; think Allakhazam, EQ2i, those sorts of sites. This phenomenon of interaction between the game-makers and the game-players is not relegated to just one MMO. Every MMO I’ve listed has a strong developer-player connection. (With the exception of Tabula Rasa – which is closed – but DID have such a link, as well.)
An interesting thing to make note of is the way connections form, in the Digital Age, between official persons, and unofficial persons. The gaming industry is FULL, absolutely FULL, of designers who got their start not because of the high-tech degree they had — but because of their ideas and the people they knew. This isn’t so different from other industries — most people will say that they obtained their dream job (or even their current job, be it a dream job or not) through a combination of skill, ingenuity, and networking. The difference in the gaming industry is that ideas are counted more highly, innovation is counted more highly, than in some other sectors. (Before someone jumps on this single statement, let me make it clear that I am well aware that the gaming industry has its fair share of corporate maneuvering and politics, just like any other. But at the end of the day this is a business built on creativity and ingenuity, and that is NOT the norm in the business world.)
MMO’s especially seem to have a unique foothold in the gaming world. Firstly, they are worlds built on the single premise of INTERACTION. That in itself means that from the outset, people have a certain expectation of give-and-take. Gone are the days when gamers simply sat at home and wished for this or that change … nowadays people take to their blogs, their websites, their forums, and they MAKE themselves heard. (Boy do they ever! And some more loudly than others.)
But where does the real connection happen? And how?
EQ2 is the game I’ve spent the most time in. I have been an active subscriber logging in daily since November 13th, 2004. Launch weekend, if I recall, or just after. I’ve been posting on the forums that entire time. I’ve shared PM’s (albeit very rarely) directly with developers, both past and present, and I’ve spent a lot of time answering questions from the Newbie board to the Warlock board to the Tech Support board, and everywhere in between. Not to mention my own guild’s website, discussing gameplay elements like grouping, raiding, and overall aspects of EQ2.
That being the case, I can honestly say that the relationship between developer and player is a slow, strange, and sometimes volatile beast. Players truly have a love/hate relationship with developers — and I am sure the feeling is mutual. One day you log in and see an official post that discusses a change you love, and you shower them with praise. The next day, something you hate … and you make it known. On the developer side of things, one day you come in to find that some small change you made turned out to be a huge boon on the favor-meter; the next day, you make a change thinking people will love that just as much … and you get crap thrown at you from all sides, with players acting like the proverbial monkeys at the zoo. Sometimes, the explosions are so fantastic that the fallout goes on for months, maybe even years. Anyone remember the “funeral incident” in WoW?
Beyond all of the drama and back-and-forth, though, is the very real notion that players can now affect the way their games are made, ultimately bring the phrase “armchair designer” to life. This is perhaps, to me, the single most interesting social development in the gaming industry of the past few years. I can say firsthand that even 3 years ago, there was nowhwere NEAR the amount of player-developer interaction as there is now. Not even close. Not even comparable! Sure, now and then someone would chime in … but not as it is, now. And not just in EQ2 — all over, in general, more and more, designers seem to be listening to the people who play their games.
This is, in my opinion, a very, very fine line – a sharp, SHARP double-edged sword, if you will.
Firstly, there are some PROS to listening to (and implementing) what your players want:
- - a more lively and passionate community, probably more likely to support your game, both in word of mouth and in pocketbook, for longer durations than they might otherwise were there less interaction happening
- - an experience which empowers the player, making them feel as if they aren’t just “one in a million” but are actually contributing to the world they inhabit, ultimately ‘leaving their mark’ (this is an extremely powerful reason, and is also attached to a number of other psychological reasons why people play MMO’s, in my opinion, but that’s a thread for another time.)
- - a better overall game* — when the ideas actually work, and people like them, everyone wins
… and then there are some CONS to listening to the playerbase:
- - bitterness and fallout when players feel neglected, ignored, or denied: this can then lead to negative press via the aforementioned blogs, fansites, and such — and in the MMO world, word of mouth is KING. K-I-N-G. We’ve all seen the truth to that with Age of Conan, and to a lesser degree, Warhammer Online. Or on the opposite end of the spectrum — World of Warcraft.
- - a muddled vision of the game: listen too closely or too often rely on your players ideas, and suddenly you’ve got a game that has a patchwork-quilt sort of feel to it, a hodgepodge of excellent, great, good, not-so-good, bad, and downright terrible gameplay implementations that occur aws a result of too many “Yes men” and not enough independent thought. (For the record, I feel like this is one of the risks currently being taken in EQ2 – a little bit too much faith is put into the playerbase, and nowhere is this more evident than in the ongoing class balancing which is a direct result of some classes clamoring for more of what they think they should be, and not enough originality in the ideas actually being implemented. Instead of further diversifying class roles, many of them are now simply shades of eachother – muddled DPS tiers, muddled tank tiers, muddled utility tiers, as opposed to clearly defined roles. Despite what players say they MAY want, my experience tells me otherwise: player psychology dictates the desire for defined roles, NOT gray areas.)
- - a worse overall game* — when ideas are not implemented in a good fashion due to the above, designers lose respect, thereby losing perceived power, (and perception can count for quite a bit in an MMO community) and ultimately, lose subscriptions
So what right? Should players be given so much weight? Should developers rule with iron fists?
The answer HAS to be NO, to BOTH points.
Why? Because you truly NEED a give-and-take, compromising attitude in the world of MMO’s.
If you want your MMO to be SUCCESSFUL, you better be prepared to do two things, above all else: LISTEN to your players, and SPEND a LOT of time actually DEVELOPING the ideas that your players give you. Let’s go to the dictionary to remind ourselves what the word DEVELOP actually means!
de⋅vel⋅op
–verb (used with object)
| 1. |
to bring out the capabilities or possibilities of; bring to a more advanced or effective state. |
| 2. |
to cause to grow or expand. |
| 3. |
to elaborate or expand in detail. |
| 4. |
to bring into being or activity; generate; evolve. |
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