This is the first part in a series I will dub “mmology.” I struggled with how I should actually type that out, by the way. MMO-logy? MM-Ology? MM-ology? So I finally went with the aforementioned. In case you aren’t getting it … it’s said the same way you would say “biology” or “psychology.” Hey, some people might not have got it! Stop the head shaking! I’m sure I’m not the first person to think of this phrase, especially in blog-land … so I won’t coin it as my own … but I am going to use it, all the same!
Basically, I have a 3 page, running list of all the topics and ideas I want to blog about on here, whether they be gaming, industry-related, MMO-specific, or EQ2 topical. After I hit page 3, I realized there was a pattern forming — alot of my thoughts were falling into a pseudo-psychological, or perhaps sociological, category. Those particular posts were most often in the MMO category. Things like: why do we play, what motivates players, what do we really feel is important in an MMO, and what keeps us coming back – or keeps us away? To some degree, I’ve posted about all of these subjects in previous entries, sometimes at great length, and sometimes as tangents of other issues. (I apologize for not linking, but I promise, they are all in the archives. Maybe if I get ambitious I’ll go back and link to the pertinent ones.) So, I’ve decided to start a new editorial series, and this is part 1.
So, part 1 is really relevant to this entry, on what is keeping people occupied in PC gaming. But this time, specifically, I want to point out games in the MMO realm.
The idea is that great MMO’s fail not because they are intrinsically BAD … but because they aren’t necessarily any BETTER than what we’ve invested years of free time into, already!
I’m going to use two games as examples, here. The first one is Age of Conan.
Age of Conan could be classified as something of a failure. That’s not what I’m here to argue in favor of, or against. Commercially and critically, the industry received it as something of a failure. That much, I think, is understood. Hopefully it will work and improve itself, much the way EQ2 has done. Time will tell.
Why it failed? You could cite a number of reasons: high system requirements, strange, alien world, adult content, lack of solo content, restrictive group play rules … all of these have been listed in various reviews. Now, of course, all of that is subjective to the reviewer, and is really irrelevant. The point is: it didn’t succeed, for one reason or another.
Here is where my theory comes in: was it really because those things were true road blocks? Or is it simply that, given the choice, we would rather spend more time playing WoW or EQ2, or Guild Wars, further expanding our already-developed mains, or growing new alts, in a world and gameplay system we were already familiar with and socially connected to, than to dump all that and spend two months learning a brand new world, gameplay system, and cultivating new social relationships? Yes. I know. That was a HUGE run-on sentence. Re-read it a few times. This is a blog, not Grammar 101.
In a previous era, say, 4 years ago, had Age of Conan been released, I guarantee you it would have a large following, today. But Why? becuase we had lower expectations, and far more time to devote to whatever was on the horizon, than we do now!
Second case in point: Warhammer Online.
This is a game that had everything, absolutely everything, going for it, and every right to succeed. If any game could have threatened WoW, this ought to have been the one!
Except it didn’t.
Oh it came out with just as much hype as there could be. Magazine features and fancy CG trailers; tons and tons of internet fan gossip and speculation. EA, not just any mom-and-pop studio operation, but E-fucking-A, the 1000 pound gorilla of the gaming industry, was publishing it. And Mythic? No newcomer to the world of MMORPG’s. Alongside Sony, they practically invented the genre. To top it all off, one of the best, most well-known franchises in the gaming/nerd/geek/super uber table-top-gaming freak world: Warhammer. Warhammer, the name, has already appeared in more than half-a-dozen major studio releases, as role-playing/RTS hybrids.
The game had a polished interface, a very friendly new-player experience in the form of it’s many unique starting areas, a good dose of humor, a lot of lore, and well-developed world with an intriguing storyline that should have hooked players. It also introduced a relatively ingenuous playstyle, RvR, which actually gave reason to care about which race you chose.
Despite all of that … somehow, some way, the game just didn’t come out swinging like everyone thought. Oh it boasted a great first round … but then? Sat out 3 rounds for a breather.
No one who played Warhammer could, in all fairness, say it was a “bad” or “poorly done” game. It was a fantastic game, much like Age of Conan was a fantastic game.
So why then did it not maintain its player-base?
Again … not because it was BAD … but because it just wasn’t quite good ENOUGH to tip the scale away from the psychological weight of this thought: “Yeah, it’s good, but, man, I need to get back to my level 80 [your 4 year-old toon here].”
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