Another Boat Missed

It would appear that due to the ongoing woes of Blizzard Entertainment, that the world and his wife are migrating from MMORPG World of Warcraft and relocating to the alternative game, Final Fantasy XIV. Other games are feeling the benefits of this ongoing exodus but it seems that FFXIV is by far picking up the most new players. I certainly think that the fact that several high profile streamers moved from WoW to FFXIV has contributed to this trend and the resulting surge in social media postings about the game has had a further impact. Furthermore, judging from what I have read about FFXIV and been told by my peers, the game has a lot going for it. There’s a wealth of content, solid mechanics and a favourable environment for group gameplay. And yet despite all these positive attributes I have looked at FFXIV and decided that this game is not for me.

It would appear that due to the ongoing woes of Blizzard Entertainment, that the world and his wife are migrating from MMORPG World of Warcraft and relocating to the alternative game, Final Fantasy XIV. Other games are feeling the benefits of this ongoing exodus but it seems that FFXIV is by far picking up the most new players. I certainly think that the fact that several high profile streamers moved from WoW to FFXIV has contributed to this trend and the resulting surge in social media postings about the game has had a further impact. Furthermore, judging from what I have read about FFXIV and been told by my peers, the game has a lot going for it. There’s a wealth of content, solid mechanics and a favourable environment for group gameplay. And yet despite all these positive attributes I have looked at FFXIV and decided that this game is not for me.

There are three major aspects of a video game that have an impact upon my decision whether or not I buy and play them. Gameplay, intellectual property/story and aesthetics. Where FFXIV scores well with the first, yet I find the narrative impenetrable and the game’s visual style unappealing. I have spent some time looking through various sub reddits aimed at new players and the advice on offer doesn’t exactly mollify my concerns. Opinions over how complex the learning curve is vary greatly. Some players advocate a lot of “studying” before you start playing the game. Others talk about customisation of the UI being essential. All of which are red flags as far as I’m concerned. I genuinely like The Elder Scrolls Online but the fact that you need addons to be able to play the game without impediment is a borderline deal breaker. It sounds to me that FFXIV requires as much preparation and homework, which is hardly a positive advertisement.

I don’t like the so-called Asian video game aesthetic, just as I don’t really care for the visual style of anime. It is purely a question of personal taste, the same way as someone may not like cubism in art or country music. The problem with my position is that not liking the look of a video game is a big deal, considering it is an essentially visual medium. Human beings are hardwired to interpret the world via their eyes (or else we would have evolved sonar), so I will not dismiss my dislike as trivial. Hence I shall not be joining my peers in playing FFXIV. Just like WoW, it would seem that FFXIV is another popular boat that I am going to miss. However, it can sometimes be quite an interesting position to stand outside of a popular phenomenon and simply spectate it, rather than be an active participant. Conversely, it can also be a little sad just to be a spectator. Such is the nature of gaming. You can’t like or play everything.

Read More

Do MMOs Have a Specific Window of Opportunity?

World of Warcraft was the MMO that broke the mould. The reasons for its success are too numerous and complex for this blog post, so let it suffice to say that it rode a perfect storm of factors and has maintained a strong presence for fifteen years. And as a result, subsequent developers have often sought to duplicate its success. Yet frequently the opposite has happened. In fact several MMOs have launched and experienced a brief time “in the sun” only for things to come crashing down thereafter. Perhaps the most well-known example of this was SWTOR which experienced a triumphant launch in December 2011, yet within three months the majority of players had left for pastures new. It took the game going F2P and a lot of hard work by BioWare to claw back the playerbase. It has also been argued that many MMOs have grown too big for their own good? It is true that a new player starting a game such as LOTRO today has a long slog ahead of them and some may simply find that too daunting. 

World of Warcraft was the MMO that broke the mould. The reasons for its success are too numerous and complex for this blog post, so let it suffice to say that it rode a perfect storm of factors and has maintained a strong presence for fifteen years. And as a result, subsequent developers have often sought to duplicate its success. Yet frequently the opposite has happened. In fact several MMOs have launched and experienced a brief time “in the sun” only for things to come crashing down thereafter. Perhaps the most well-known example of this was SWTOR which experienced a triumphant launch in December 2011, yet within three months the majority of players had left for pastures new. It took the game going F2P and a lot of hard work by BioWare to claw back the playerbase. It has also been argued that many MMOs have grown too big for their own good? It is true that a new player starting a game such as LOTRO today has a long slog ahead of them and some may simply find that too daunting. 

The reason I mention these two points is because I think they are linked and reflect a shift in mindset towards MMOs. Many of the older MMOs were originally based around group content and the formation of guilds. As a result many titles have a sizeable community of players that have reached level cap with multiple alts. Players such as this have played through pretty much all the content that the game has to offer. They play within guilds that have lasted years and have strong social bounds. Now consider a new player that has just started playing LOTRO for example. They have a prodigious amount of content to play through before they reach level cap. Furthermore because many players now prefer to play solo, they have an even more arduous task ahead of them. 

Now I know some will argue that it's not about racing to level cap but the journey itself. This is a fair point if you are a player who is content to work through content in this fashion. However many games developers are still focused on the so-called endgame and creating new content for those at level cap. If you start playing LOTRO today, the only way you can reach Western Gondor or The Grey Mountains is if another player summons you there. It's a shame that so many of the older titles are hindered by such a linear approach to landmass and content but that's the way these titles were created. I personally would like to see more of an open world approach like The Elder Scrolls Online where content scaled according to your level and you are broadly free to go where you want.

So considering these points, I am beginning to think that for many MMOs there is an initial window of opportunity as to when it is most favourable to start playing the game. I started playing LOTRO in late 2008, just after The Mines of Moria expansion launched. As I was playing through The Shire, Bree and The Lonelands, senior members of my guild were levelling from fifty to sixty in Moria. However because I was very invested in the game at the time (it was my first MMO) I managed to catch up within nine months. I am now part of the group of players permanently at level cap and I can therefore immediately enjoy whatever new content Standing Stone Games develops for the game.

The Elder Scrolls Online and Guild Wars 2 are both relatively new titles, so I think one could start playing these games and still be participating during the optimum window of opportunity. Plus they do not have such a difficult levelling curve or level cap that is extremely high. Is this the same case with EVE Online, Final Fantasy XIV or Black Dessert Online? I'm not so sure. These are games where the key to success is the investment of time. Some MMOs have mechanics or store items that will allow you to level quickly but does that really solve the issue? There is an inherent contradiction in selling an item to boost your level, hence paying money to bypass playable content. But levelling through intermediate level content can be a lonely process sometimes. Zones can be devoid of other players. At least in Guild Wars 2 the game downscales players to the zones specific level thus providing an incentive for the veteran player to return. Sadly many other titles do nothing to encourage players at cap to revisit lower level areas.    

I also think this window of opportunity may be tied to wider factors, other than the games progression system. Many MMOs experience a period when the fan base thrives and produces a wealth of content. This can be blogs, guides, podcasts, You Tube videos or livestreams. However this tends to be cyclical. Due to the rise of the casual player and their migratory nature, this if often more pronounced. I remember sites like the LOTRO Combo Blog that used to aggregate fan related blogs. It has long since gone. Another example you can see is the way your Twitter timeline may be awash with content regarding a new title and then over time it simply fades away. Twitch TV is also another interesting litmus test. A look at the homepage will quickly tell you what is popular and what is not. Is the window of opportunity for MMOs therefore not only verifiable but also clearly getting shorter? 

There are other genres and franchises that experience similar optimum windows of opportunity. Harry Potter and Friday the 13th are two examples from the movie industry. There was a clear period in time when both were immensely successful franchises. However, their transition from silver screen to multiplayer game took a lot longer and perhaps the proverbial boat was missed. The Wizarding World eventually found a home in the mobile gaming market and not as an MMO. Friday the 13th fared slightly better as a multiplayer game and captured a nostalgia wave. Yet it was ultimately hamstrung by legal issues surrounding the rights to the franchise. MMOs take a lot of time to develop and the market trends can change during that time. Amazon Game Studio appears to have halted the development of New World. Is this game now going to be repurposed to tie in with their Middle-earth themed TV show. If that is the case the game may launch during the optimum window of interest.

Finally there is an odd codicil to this question. We have seen recently a trend towards “Classic” servers which strive to serve up a broadly comparable experience to that of launch and the first year of an MMO. Is nostalgia the key to successfully creating a second window of opportunity for a game. Is it sustainable? Or is it going to have an even shorter arc? So far, the LOTRO Legendary Servers seem to be ticking over and I have not at present seen any data pointing to a decline in population. Perhaps the launch of World of Warcraft Classic on the 27th August will provide a greater insight into the longevity of nostalgia. In the meantime there is much to reflect upon, as the points raised here have barely scratched the surface of the matter. Because when we talk of a window of opportunity for an MMO, there is the player perspective and then there’s the business perspective. For all the market research and data analysis, I suspect that there are also some other factors that are much harder to quantify.

Read More
Gaming, MMORPG, Not Playing, World of Warcraft Roger Edwards Gaming, MMORPG, Not Playing, World of Warcraft Roger Edwards

Not Playing World of Warcraft

World of Warcraft is still the biggest western MMO around and despite the ebb and flow of its player base, it remains a powerful presence within the gaming community. With the release of the pre-patch for the next expansion Battle of Azeroth yesterday, naturally there has been a wealth of blog posts as players dust off their subscriptions and return to the game. It’s a timely reminder that WoW was the MMO that made the genre more mainstream and commercially viable. For many gamers it was their stepping stone into other titles and sub-genres. The importance of World of Warcraft in gaming history and its place within pop culture is significant. The games success has bled through in to the mainstream. WoW is a known quantity outside of gaming circles and is social reference point, in the same way as Dungeons and Dragons, Batman or Star Trek.

World of Warcraft is still the biggest western MMO around and despite the ebb and flow of its player base, it remains a powerful presence within the gaming community. With the release of the pre-patch for the next expansion Battle of Azeroth yesterday, naturally there has been a wealth of blog posts as players dust off their subscriptions and return to the game. It’s a timely reminder that WoW was the MMO that made the genre more mainstream and commercially viable. For many gamers it was their stepping stone into other titles and sub-genres. The importance of World of Warcraft in gaming history and its place within pop culture is significant. The games success has bled through in to the mainstream. WoW is a known quantity outside of gaming circles and is social reference point, in the same way as Dungeons and Dragons, Batman or Star Trek.

However, as a gamer, if you do not play WoW or at least have some sort of history with it, you can find yourself in some kind of quasi MMO community minority group. It’s an "odd" phenomenon. Fellow blogger UltrViolet from EndgameViable goes so far as to say, “WoW expansions always make me feel like I just don't belong in the MMO genre”. Such is the status and ubiquity of the MMO. I wrote a while back about how “not liking sport”, especially football in the UK, can be a social impediment of sorts. In some respects, not playing WoW is the gaming equivalent of that. Often when talking to fellow gamers, especially those who enjoy the MMORPG genre, it is pretty much taken as read that you will have played the game at some point. Beyond a short trial, I’ve never really spent any major time playing WoW. It simply didn’t click with me. I didn’t and still don’t care for the aesthetics of the game, and I found the overall narrative tone to be a little too “knowing”.

My gateway MMO was LOTRO back in 2008 and right from the outset I liked the cut of its proverbial jib. I spent some time over the following years trying various other MMOs as they launched. Star Trek Online, Rift, The Secret World, Guild Wars 2 and SWOTR, to name but a few. However, for many gamers that was not the usual MMO route. Virtually every other gamer I know has a WoW background of some kind. Furthermore, the game is often further lionised due to it being associated with a particularly significant time in the gamers personal life. People have discovered the joys or gaming through WOW. Or had met the best friends of partners via it. WoW remains today, a safe and familiar haven for gamers going through tough times. Like a loyal pet or a much-loved book, WoW appears to at times transcend mere gaming to be a Mary Poppins-like presence that impacts upon gamers lives.

Overall, the current wave of excitement regarding Patch 8.0 does leave me feeling like a bemused spectator. To quote that great fictional character Ned Seagoon “Breakfast had just been served at Beauleigh Manor. I was at the window…looking in”. That is at least how WoW makes me feel sometimes. It’s like something quite “important” is going on but it always seems to be happening to somebody else. Now it is at this point that some may draw a similar parallel with EVE Online. That too is a monolithic game that casts a large shadow in the gaming community, allegedly. However, I feel that not playing WoW and not playing EVE, is an apples and oranges situation. Being outside of the current WoW hype makes me at times feel like I am missing out on something potentially fun. Observing EVE is more like rubbernecking a major road traffic accident. Either way, I am not sufficiently motivated to change my habits and start playing WoW. We exist as separate entities and never the twain shall meet. Like politicians and the truth, Love Island and human dignity or Star Wars fans and self-awareness.

Read More

Has World of Warcraft's Success Been Detrimental to the MMO Genre?

With the release of Battle of Azeroth due this autumn, I’ve been reflecting upon that MMO heavyweight World of Warcraft. I am not an active player of player of the game but have an interest based more upon its industry standing. I’ve tried World of Warcraft in the past and endeavoured to cultivate an interest in it for the sake of friends and colleagues, but the reality is that I’ve simply never warmed to this particular MMORPG. I don’t especially care for the games aesthetic, have no real interest in its lore or pop culture references and there are plenty of alternative MMOs that are far more appealing to me. So, let me state clearly, that I have no major prejudice against the game; it is just a question of personal taste. The same way I like horror movies, but I don't care for those that have an excess of humour or are dependent upon jump scares. I also fully recognise why World of Warcraft is such a successful MMORPG and appreciate its numerous merit, as well as the impact it has had upon shaping the MMO genre. The game is just not for me and I am content with that. 

With the release of Battle of Azeroth due this autumn, I’ve been reflecting upon that MMO heavyweight World of Warcraft. I am not an active player of player of the game but have an interest based more upon its industry standing. I’ve tried World of Warcraft in the past and endeavoured to cultivate an interest in it for the sake of friends and colleagues, but the reality is that I’ve simply never warmed to this particular MMORPG. I don’t especially care for the games aesthetic, have no real interest in its lore or pop culture references and there are plenty of alternative MMOs that are far more appealing to me. So, let me state clearly, that I have no major prejudice against the game; it is just a question of personal taste. The same way I like horror movies, but I don't care for those that have an excess of humour or are dependent upon jump scares. I also fully recognise why World of Warcraft is such a successful MMORPG and appreciate its numerous merit, as well as the impact it has had upon shaping the MMO genre. The game is just not for me and I am content with that. 

During the course of researching this blog post, I’ve found many forum and subreddit threads that expressed the view that World of Warcraft has effectively ruined MMO gaming. It’s a common point of discussion. Most of these posts credit the game with the refinement and simplification of many traditional game mechanics which thereby brought MMO genre to a wider audience. However, this is countered with the assertion that the by-product of this process has been the erosion of the social imperative that was at the heart of the genre at the time. This particular point if often explored in detail with clear examples of MMO rulesets prior to World of Warcraft, offset against what are the prevailing current trends. When framed in such terms I think the argument has merit. However, I would ask readers to consider the following. Although World of Warcraft may have been instrumental in setting a trend that deviated from the existing status quo, it doesn't necessarily mean that the established status quo was right or perfect. 

My first MMO was The Lord of the Rings Online and I quickly grasped the necessity of social gaming back in 2008 to get ahead. I didn't especially mind this collaborative element, but it is fair to say that there was no choice regarding it. If you balked at team play you got nowhere fast. That was the rule of thumb for most MMOs up until then. So, I tolerated it rather than embraced it. In fact, this very aspect that enthused some players kept others away. Although I can get on with other players and work collaboratively with them, it is seldom done through love of my fellow man. It is simply a means to an end. That may not be a popular sentiment, but it’s is an accurate appraisal of my feeling. I thinks it's fair to say I am not by nature a care bear. However, it should be noted that when I discovered the genre, it had already moved on substantially from the days of EverQuest and Ultima Online. Both of which had far tougher game mechanics and systems. Personally, I am glad that I missed this period of time because, I wouldn’t have found such spartan rulesets to my liking.

Therefore, the tectonic shift in the genre that World of Warcraft pioneered certainly hasn’t inconvenienced players such as me. When I initially played LOTRO I didn't mind the social aspect and was happy to talk in chat and be amiable, as well as actively participate in a guild (or kinship as it is known in that game). However, back in 2008 the social element of the game was waning and by 2010, it was further altered when the game was retooled for the free-to-play market, amking it far more solo friendly. Nowadays I approach most of my MMOs from the position of a single player working towards personal goals. That is what drives me. Although I will group and still hang out with old friends and guild mates, I am not primarily looking for a broader social experience. However, some people still are, and they are the ones who feel displaced by the changes to the genre and possibly the most aggrieved. I understand and respect that, because it is our point of entry with any new leisure activity that usually shapes our experience, expectations and subsequent preferences. Change highlights this. I miss the days of discussing at work the previous nights television programs. I miss writing and receiving letters. But the most human activities are subject to change and progression. Furthermore, we mustn't forget that gaming is a business and ultimately goes wherever the money leads. 

What I do believe is true is that the success of World of Warcraft has hindered innovation in the MMORPG genre per se. Too many developers in recent years have wasted precious time simply trying to emulate its formula. Sadly, this has all too often resulted in weak and uninspiring clones. As a result, MMOs in their traditional sense have lost their lustre and many developers are shying away from them. We still do not have a title that has fully broken from the standard mechanics of the genre, although I think Guild Wars 2 and The Elder Scrolls Online have been a step in the right direction. Yet it is this indecision surrounding the future of established MMO, that has led to the tangential rise of MMO variants such as the MOBA and Battle Royale genre. Destiny 2, GTA Online, Overwatch and the like have all thrived by combining the elements of the MMO with other types of games. It would appear that developers think that adding a co-op element to most genres of games is where the future lies, so we shall see more hybrid titles in the months ahead. Sadly, this just highlights the feeling of being disenfranchised by those longing for the old school MMO days.

Pretty much everything in life is about change. Although many gamers would like to see a return to old school MMOS, the casual market is bigger and more lucrative. It really is a numbers game, yet gamers are often blind to the practicality of economics. Perhaps one of the numerous crowd funded projects that are currently under development will provide a solution, although their track record has been somewhat poor of late. Perhaps this particular group of old school gamers needs can be met by a small to medium sized project, which is happy to pitch at a smaller niche market. Then of course there is the emerging trend for vanilla MMO servers, that offer a gameplay experience closer to that of the respective original launch. Rift Prime seems to have met with success and Blizzard clearly think there’s money to be had in World of Warcraft Classic. Will projects such as this satisfy those on the MMO margins? In the meantime, World of Warcraft marches on and although it has lost customers, the next expansion will more than likely bring many absentee players back into the fold.

Although World of Warcraft has caused much change, I do not think that it is the ruination of the MMO genre that some would claim. That can be laid at the door of various developers, who abandoned experimentation and became risk averse. Money may well talk but it also drowns out potential change and innovation. World of Warcraft is ultimately a symptom and not the actual root cause. Then of course there is the old adage that one man’s meat is another man’s poison. For every person who feels that World of Warcraft is the Doctor Beeching of the MMORPG, there are equally those who feel that the game fixed the problems associated with genre. Then of course while you are waiting for a shift in the industry, you can always implement your own. Many people will play MMOs with their own personal ironman rule sets. It is also important to consider that if World of Warcraft hadn’t broken the mould, surely someone else would have? “Convenient” coffee is not the exclusive prerogative of Starbucks. The traditional MMO that emerged from the nineties was the product of a perfect storm of events. Technology and the inherent novelty of the internet certainly had a bearing on the way the genre evolved. But that does not mean that what existed at the time was the optimum or best model. Therefore, considering all these points I suspect that this debate will never truly go away. Nostalgia and sadly recrimination are strong motivators. In the meantime, the market will more than likely allow for both groups to co-exist. Unfortunately for some that is not the desired outcome, as they see things as an ideological issue and a subset of a wider culture war. MMOs are not mere games but a hobby. I’m sure Simon Quinlank would have something to say about that.

Read More

World of Warcraft: Looking for Group (2014)

Despite having played a broad spectrum of games in my time, I've never really had much dealings with the Blizzard. Beyond owning Overwatch, a game I’ve long stopped playing and trying a free trial of both World of Warcraft and Hearthstone, I have little personal experience of their games. However, I am fully aware of their product range and their reputation within the gaming industry. Overwatch has taught me how well-conceived and polished their games can be. Blizzard may not be incredibly innovative, but they learn from others and produce titles with all the elements that work well. Sadly, I have no real affinity to their flagship MMORPG, as my point of entry with that genre was LOTRO. My interest in World of Warcraft mainly stems from a business perspective and the place it holds in gaming history. Overall my curiosity about the game, its community and culture is mainly academic. So, I finally got around to watching the documentary World of Warcraft: Looking for Group that showcased at Blizzcon in 2014 and was subsequently released on You Tube thereafter.

Despite having played a broad spectrum of games in my time, I've never really had much dealings with the Blizzard. Beyond owning Overwatch, a game I’ve long stopped playing and trying a free trial of both World of Warcraft and Hearthstone, I have little personal experience of their games. However, I am fully aware of their product range and their reputation within the gaming industry. Overwatch has taught me how well-conceived and polished their games can be. Blizzard may not be incredibly innovative, but they learn from others and produce titles with all the elements that work well. Sadly, I have no real affinity to their flagship MMORPG, as my point of entry with that genre was LOTRO. My interest in World of Warcraft mainly stems from a business perspective and the place it holds in gaming history. Overall my curiosity about the game, its community and culture is mainly academic. So, I finally got around to watching the documentary World of Warcraft: Looking for Group that showcased at Blizzcon in 2014 and was subsequently released on You Tube thereafter.

Despite being three years old and there being major changes to the game in that period, I was hoping that the hour-long film would be relatively informative about the MMO. Sadly, World of Warcraft: Looking for Group is a curious mix of marketing, nostalgia, talking heads and self-congratulation rather than an in-depth analysis of a financially successful game and cultural phenomenon. If you are looking for a rigorous dissection of how Blizzard created one of the most financially lucrative games ever and the way it changed the gaming landscape, then look elsewhere. This is not an independent analysis but more of an ode to the community and the fans. That in itself is not without merit and certainly it’s nice to see the community recognised. But it means that the discussion is somewhat partisan and contains all the tropes and memes one associates with modern day public relations. Viewers may well learn something of the game’s history, but it's not as thorough as some may hope and a lot of the sound bites from the players are somewhat generic. They are often applicable to any MMO. 

Overall, I think that World of Warcraft: Looking for Group is ultimately meant as a tribute to the games player base, as a friendly “attaboy” or virtual high five for their loyalty and support over the years. Sometimes a bit of mutual back slapping goes a long way in buying good will. One thing is for certain; there aren't any other Western MMORPGs that warrant or could justify having such a documentary of this nature made about them. Blizzard's ongoing success with World of Warcaft is a prodigious feat and is attributal an esoteric mixture of skill, business acumen and being in the right place at the right time. The latter quality is possibly a reason why they haven’t seen fit to create a second game of this nature. Although metaphors about lightning striking twice are technically inaccurate, they certainly applicable in this case.  So, if you have a history with World of Warcraft then you may wish to watch World of Warcraft: Looking for Group for a fix of nostalgia. For those seeking a more nuanced analysis, you may wish to try another gaming documentary, which appears to be a growing genre.

 

 

Read More