I’ve noticed a worrisome trend in the MMO industry lately, a
reliance on short term profits rather than long term viability. In the age of
the 24/7 everything now age, are we in danger of like the character from Roald
Dahls' Charlie and the Chocolate Factory, Veruca Salt, wanting everything right
now? A MMO is unlike any other game in that is meant to be played for years,
even decades. Gaming is business and as such profit and loss is important but
game writers, players, and even CEOs’ seem to have lost sight of the big
picture.
There are some games that need to have huge launches such as
SWTOR to prove that one they are viable in the long term, and two to get back
some of the enormous start up costs, in many ways like the R&D development
of a company. At first the price is high to get back initial Research and
Development costs, but as time goes by those costs are paid down and so the
price too can fall. Eventually a friction point is achieved that is perfect for
both consumer and producer; in much the same way do MMOs work. In the beginning
hundreds of thousands or even millions of copies of games are sold defraying
the enormous cost to bring a game to launch. Then the smaller sales of games
combined with the monthly fee brings in the revenue to defray the overhead and any remaining start up costs.
This is the traditional model, but it is not the model that all MMOs’ must take. One
bright example is FFXI.
A game like FFXI were happy to have, what used to be
enormous but is now seen as paltry, 300k subscribers, even when the numbers of
other games went up Square Enix was happy with those numbers and they remained
mostly steady over the course of nearly a decade. Because the company was happy
to cater to its crowd and give non-traditional and smaller expansions their
customers responded and stayed loyal. They had what can be referred to as a
soft launch. They sold the minimal necessary to keep everything up and running
but over the years they sold many more copies. Moreover at launch, while
stable, the game was missing features that players wanted and clamored for, in
the end it took Square Enix years but they managed to find ways to not only
keep their consumers happy but also kept putting out new and vibrant content. Now
FFXI is one of the healthiest and longest running MMOs today. Contrast that
against the history of its cousin Square Enixs’ own FFXIV, an MMO that launched
with the same basic problems as the first. While servers and game features were
stable for the most part, the game lacked the features that gamers and writers
expected. No patience was given this time and the resulting debacle cost jobs
and subscribers. In many ways while the launches were the same the outcome and expectations were
completely different. FFXIV is to this day still the best looking MMOs on the market and soon
to be relaunched in a 2.0 version, though it’s uncertain whether either the
media or gamers will return.
In the rush to match the astronomical numbers of Blizzard’s
World of Warcraft the industry is failing to consider that there is more than
one way. Short term profits are fine and dandy but they are not necessarily the only
stick in which to measure the viability of a launched MMO. Until the industry realizes
this fact it will continue to be disappointed.
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