MMORPGs are the ever-evolving and changing worlds. At least that’s what they used to be. That was a major selling point back in the 1999-2006 era. We would purchase an MMO, subscribe, and play a game knowing that it was going to keep growing and changing over the years.
Now MMOs have a number of issues keeping them from ever being an ever-evolving world. They might be a 3 monther without any sort of vision or a F2P title with design goals aimed at increasing cash shop sales rather than increasing things to do in-game.
I find myself remembering back to the day where I was happy to pay money — subscription or otherwise –Â because I was paying for the game to keep growing and developing. Now the same concept feels more like I’m paying for them to fix the game. The difference between fixing the game and growing the game is one word here in a blog post but massive in its repercussions for gameplay and the experience in a game.
MMOs are launching in a state of disarray. When was the last time you played a MMO at launch that felt truly ‘done’ or ‘ready’? For most people the answer will be a resounding, “Never!” Features are missing, bugs are prevalent, content is underwhelming, character development is non-existent… I mean seriously, some games launch as the next big raiding game and don’t even have a single raid in the game at launch.
Am I okay paying to fix a game? That’s the questions we must ask ourselves in 2015. That’s a question that sadly reaches even beyond the MMO genre and into anything asking players for money before it is complete.
Returning to the idea of ever-evolving and changing worlds, it has become clear that MMOs are being designed on a ‘start to finish’ plan. The entire picture is being sketched out on some dry-erase board somewhere and put into a design document. “Our players will start at level one, quest to level 50, do some dungeons, raid, then we’ll launch more raid dungeons and pvp gear options to keep them playing.” I just summarized the last 10 MMOs in one run-on sentence, and some people are being paid huge salaries to come up with that crap.
Launch a world that grows organically. That can only be done when a virtual world is created and control is handed off to the players. Development should only be loosely planned by the developers and flexible enough to adapt to the dynamic nature of real life. If your design doc is so rigid that it can’t accommodate change then you’ve likely built yourself a me-too MMO that will last for 3 months before the pattern is figured out and people quit. You’ll have bored us before we even could play long enough to get bored.
If your world isn’t ever-evolving and changing then, in my opinion, you’re not really a true MMO. You have a shell of a product with no soul or sustainable direction. If you’re charging a subscription for this shell then you’re the reason people think the sub model is bad. If you’re F2P then you’re one of two things: (1) Still trying to prove the model actually works, or (2) Building a business model instead of building a game. I think it’s smarter to just go back to how the industry got started.