Too many MMOs too little people/time?

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Darchrow

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Nov 18, 2009
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It has come to my intention from the resent years that there seem to be a lot of MMOs flying about lately be it that they are Free to Play, Pay to Play or Micro-transactions etc.

When I started playing my first MMO there was roughly only one main game in the South East Asian Market, this was of course 'Ragnarok'. Game Centers (places where you go to play games via Lan/Internet on PC) were already popular with the boom which was the FPS game Counter-strike but with the ability to put MMOs into these Game Centers the amount of people getting into MMOs were massive. The rest is pretty much history with Game Centers now dedicated to accommodate for all the public MMO needs (and of course DotA).

Just to put it in perspective around 2000 there were probably 6 titles in circulation in my country and at 2005 must have been at round 10. Now in the year 2010 when I first went back to visit a Game Center for the first time in 5 years you can now count over 25 different MMOs on a single computer at any time. Four different MMOFPS, three sports MMOs (golf, racing, basketball), musical rhythm MMOs which range from Dancing/DJ, two MMORTS and thirteen MMORPGS. (This was counted at a local Game Center)

The Market just seems way too competitive for companies to even try to get more and more MMOs into circulation. People are already playing different MMOs, and trust me as an avid MMO player changing games is not that easy when you've been playing it for a period of over a year or so. They may be different genres of MMOs but to play one does required a lot of time and you could try to spread yourself over a few if you wanted but not MMORPGs.

So here comes G*star which boast massive MMORPG titles in Korea, 5 that I can think off the top of my head that all seem expensive with flashy graphics and innovations or just adding II to the end. 5 new massive titles competing for what it seems to be in a market that is already over its head in choice. I know choice is good for a market to grow, but MMOs work on a strong base of players and preferable a steady increase of players to keep them afloat with updates etc. Doesn't this just spread the player base too thin?

How do all these MMOs manage to obtain enough people to keep the business afloat? or even pay for the initial development cost? Or am I really underestimating the appeal of MMOs?
 

Sixcess

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Feb 27, 2010
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I can't really comment on the eastern side of it, since my experience of that is more or less limited to occassional nostalgia trips back to Requiem: Memento Mori (my first ever MMO, so I still have an affection for it) but as far as western titles are concerned I think the entire field of MMOs is nearing saturation point. As you say there's only so many potential players out there and unless a new game focuses on an unexplored genre they'll find themselves in direct competition for players with older, more established titles with a playerbase that has invested heavily in them in terms of time and money and won't easily be convinced to jump ship to the new shiny.

Champions Online is a small scale example, since it was pretty much doomed to go F2P from the moment it failed to seriously challenge City of Heroes in the superhero genre. On a larger scale Age of Conan and Warhammer were both inevitably going to fight with WoW (and each other) for players, and that's not a fight that WoW is ever going to lose, forcing AoC and WAR to scale down, merge servers and dip their toes into F2P/open ended trial models to survive.

The question is how much money does a title actually need to be pulling in to survive? Some smaller, niche titles like Darkfall and Fallen Earth are getting by okay. Other titles like CoH and EVE are also looking quite healthy - not even close to WoW sized, but with a hugely loyal core playerbase that ensures the bills get paid every month.

It's been an eventful year for MMOs. I imagine the industry will be watching the big name F2Ps (Dungeons and Dragons Online and Lord of the Rings Online) to see how successful that transition will be in the long run. As far as P2P titles are concerned I think a lot will depend on the performance of SWTOR in 2011. It shouldn't fail, but if it does, or even if it's successful but not successful enough for its ambitions, then that, following on from the disaster that was APB, will place a huge question mark over any other forthcoming big name MMOs going the P2P route.

Which personally I'd regret. I dislike games that are designed around micro-transactions, but I think that they, along with the more casual playstyle they encourage, and shallower, more instant gratification design, will probably prove to be the future of the genre.

(Incidentally I don't know that SWTOR will be going the P2P route, but I'd be astonished if it didn't. It's got the name and the pedigree to justify it, initially at least.)
 

Squidden

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Nov 7, 2010
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I know that Fallen Earth does it by not putting in any player to player interaction other than the auction house and PVP, yet putting in assloads of NPCs to give the allusion that you are playing an MMO.
 

Sixcess

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Squidden said:
I know that Fallen Earth does it by not putting in any player to player interaction other than the auction house and PVP, yet putting in assloads of NPCs to give the allusion that you are playing an MMO.
There's plenty of potentially team based content in FE - Kingman Prison, New Toro in S1, Sunset Hill and the University in S2 etc. The problem is that it's just a bit too easy to effectively outlevel a lot of it, especially if you do what a lot of people do and grab all the AP in S1.

That said, soloability isn't necessarily a bad thing. Nothing is more frustrating in an MMO than trying to put together a group on an under populated server or during off hours. WoW's answer to that was the dungeon finder, and the playstyle that has created (hit the level cap without ever leaving a capital city) is arguably more contrary to the traditional concept of an MMO than a game where you can solo most of the content.
 

The Rockerfly

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Dec 31, 2008
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Welcome to the world of business, your first lesson is over saturation. To be fair if you make an original world, only employee a few people and only have a few severs, the costs are fairly minimal
Still, to many MMOs trying to live off WoW