Death of a Genre

Downfall of a Game

One of the problems within the MMO community is that we seem to view each release as a zero sum game.  As such when something new comes out, it threatened to chip away at the player base of whatever game we happen to love and are currently playing.  When that game falters and begins to fail, with this point of view it becomes extremely hard not to take pleasure in that downfall.  The problem is this is an extremely toxic and dysfunctional outlook, and ultimately is what has lead to the current climate in MMOs.  For years companies have been chasing an illusive dream of trying to create another World of Warcraft.

This was an inherently flawed vision because really…  “mmo gamers” are a rather small niche in the market, and most folks who play World of Warcraft are not actually “mmo gamers”.  If you take a look at the size of the market before World of Warcraft, you saw a handful of games with sub-million subscriber numbers.  Before the launch of the first expansion World of Warcraft had boomed to be an over 6 million subscriber game.  This was not the conversion of all of these other MMO gamers, but instead the conversion of fans of the existing Warcraft franchise into the MMO genre.  The thing is…  these new gamers are there for a myriad of reasons, but none of them easily translate into a new franchise.

So as these new games launch they are essentially fighting over the same piece of pie over and over.  All you have to do is look at my immediate circle of friends.  A large chunk of them stuck with World of Warcraft, and it would likely take an apocalypse or the servers shutting down to pry them from it.  Another group has wandered away from the game each and every time something new and shiny showed up on the horizon.  Very few of these players stick around in any game for longer than three months, and more often they play their free month and then return to whatever the status quo was before the new launch.  I watched this pattern play out for both Elder Scrolls Online and Wildstar, and the games industry is finally realizing that this is going to happen for every single new game that releases.

Indictment of the Trend

The cancelling of Titan has been a far more contentious issue in the blogosphere than I expected.  At this point my point of view is that this is Blizzard admitting that the MMO genre has no more room for new players.  While there will always be a core group of players in World of Warcraft just like there is still a core group of players in Everquest, Everquest II, and Dark Age of Camelot…  that core group continues to shrink as folks either “grow out” of World of Warcraft as they find it no longer suits their interests, or simply run out of the copious amounts of free time it requires as they get that job, family, whatever.  I think they have done some really simple calculus here and determined that there simply is not enough of a pool of players to make a brand new MMO from Blizzard successful.

With World of Warcraft they have a decade long buy in from a large number of gamers.  They have literal years of memories and hard to acquire items to keep them chained to the game.  With a brand new IP, they are starting from scratch in the same position as all of these games that have floundered have been in.  Blizzard brand name recognition just isn’t enough to guarantee success, so I feel like it was a pure business decision that it just did not make sense to further dilute their subscription player base by trying to launch a new MMO.  As much as I love the clean subscription model, it doesn’t make a lot of sense to launch a new game with it.  After watching what happened to Wildstar and to a somewhat lesser extent Elder Scrolls Online, the market does not want any more subscription games.  So by launching a new MMO they would be converting at least a portion of their subscriber base of easy month to month money to far more dicey and less predictable free to play money.

No Joy Watching Wildstar

I find it impossible to find joy in the unraveling of Wildstar that I see before me.  I am not playing the game, so I am in essence part of the problem.  For whatever reason it was an accumulation of all of the things my BC era self said they wanted in a video game.  The problem is we gamers are notoriously horrible at trying to decide what we want.  “We” said we wanted a hardcore game like Everquest and a return to forced grouping…  then when we got Vanguard no one actually wanted to play that.  We said we wanted a hard core PVP game like Dark Age of Camelot…  and then when we got Warhammer Online no one actually wanted to play that either.  So I find it no suprise that when we said we wanted a return to the golden says of World of Warcraft raiding…  no one actually wanted that either when we got Wildstar.  The truth is we have no clue at all what we want until we actually see it and experience it.

The problem is that the MMO design ethic has been so wrapped up in trying to target what the public is asking for, that it has stagnated into a mire of “wow like features”.  A week or so ago there were a series of posts taking point and counterpoint on whether or not WoW has ruined MMOs.  In a way I have to say yes, but not through anything that they did on purpose.  World of Warcraft has been this juggernaut that everyone else is forced to content with whether or not they actually wanted to.  It is a gold standard that every new game is judged by.  So you either have games that try and out feature it like Rift, or out lore it like Star Wars the Old Republic… but each and every new release is at least in someway a response to the success that World of Warcraft was.  Without that outlier of success we probably would see a much more healthy MMO ecosystem…  albeit a ridiculously smaller one.

Death of a Genre

So I cannot take joy in watching Wildstar, or Elder Scrolls Online or any other MMO falter right now, because I see it as all being part of the same shared ecosystem.  When one of these games fails, it is in essence taking a chunk of players out of the pool that will likely never return.  So many of my friends have simply just checked out of online gaming for one reason or another, but the core thread among them all is they are just tired of the volatility.  The choice is either return to World of Warcraft and make due with the status quo, or jump from game to game to game getting a months worth of enjoyment at a time before the ultimate crash.  None of this sounds like a healthy ecosystem, and all of this is what is driving triple A studios away from the notion of even trying to do an MMO.

If you think about it right now…  there is nothing really on the horizon for gamers to latch onto.  There are a few boutique titles like Pathfinder or Camelot Unchained… that are super focused on a specific niche and that may or may not be at least partially vaporware, unlikely to actually launch with all of the features they are touting.  Then you have a constant spin of Korean titles as they have their own MMO renaissance that we went through several years ago.  However After the launch of ESO and Wildstar…  there is really no big western titles on the immediate horizon.  Everquest Next is the closest thing but realistically it is still several years from release.  The other games that are coming out are more akin to Destiny than they are to a traditional MMO.  So I can’t blame World of Warcraft for this current situation, because in truth it is our flighty nature that has salted the fields in our wake.   We are the reason why there is no fertile ground for a new MMO to take purchase.  It is because of all of this… that I can find no pleasure in watching yet another game fail.

Familiarity in Proximity

Mega Servers Continued

A few days ago I made a post on about launch issues and game servers, and the problems and solutions that come from various server scenarios.  In my post I presented some discussion about the various styles of servers and the weaknesses that each have.  Mega Servers are an awesome technology but there are problems with it, namely that it reduces the casual proximity of players.  In my post Doone made a comment, and while I normally would have simply posted it as a reply…  I am thinking that maybe I need more space to go into my thoughts.  For sake of not having to make you jump through a bunch of hoops I am going to repose his comment here.

Im not sure why anyone thinks Megaservers make it difficult to build community? Do you mean that it’s too many people to build intimate connections? Because if thats the case, then we’re just talking about social tools, not megaserver tech. Players just need a reason to interact and that doesnt change because of megaservers.

AA’s current situation is embarrassing. Theres not any good excuses for their current situation. This isn’t the first MMO launch, not even the first MMO with land and other features that complicate server flexibility. Theyre simply unprepared for deliberate reasons. There’s just no way they didn’t know what they needed for a smooth launch.

It’s worse that people who shelled out hundreds of dollars to support development are reporting not getting that 4 day advantage they were promised. That’s a serious charge.

Should AA have gone Megaserver? I don’t see how this wasn’t mandatory given the kind of features it has. You need a vast server community that’s STABLE. And you can’t have that when your system is as inflexible as the one they’ve adopted. I think they’re sinking their own ship right now.  — Doone

While I agree with the bulk of what he said, I thought I should maybe clarify my points about mega servers.  At first glance they look like a magic bullet for the problem.  At the very least I thought they were a magic bullet for launch day woes, however they have their own problems that do not always show up early on.

Informal Community

ffxiv 2014-09-22 18-11-33-975 There is a certain kind of community that happens spontaneously by just being around the same players each and every day.  For example the above picture is that of one of the late game hubs in Final Fantasy XIV Revenants Toll in Mor Dhona.  Upon arriving at the Aetheryte crystal I am immediately seeing some familiar places that tend to frequent it.  You can see a name marked in orange as someone I have already friended.  However more than that I recognize if not the names, but the guild tags of many of the players surrounding me.  There is a sense of familiarity in seeing the same players day in and out, and when one of them is in need you are more likely to step in and help out.  This is the way friendships in MMOs used to be formed through shared activity, not just shared guild tag.

ffxiv 2014-09-14 22-10-22-567 In Final Fantasy XIV it has instanced housing wards, where you purchase a house and in theory become neighbors with lots of other players.  Our house is across the street from a Market Board which is the way that you access the auction house economy.  Over the course of weeks of being in close proximity with several other players, we have struck up a bit of a friendship.  One of which is the name in orange in the above Mor Dhona photo.  There is lots of spontaneous interaction that happens just by being around other players and gaining that sense of common goals.  This picture is when we just spontaneously put on our brand new Dragon Warrior inspired Blue Slime King hats and started dancing together.  But the interaction has spread much further than that, and I’ve helped these players out in the world beyond our neighborhood, as well as had my heart warm each time I happened to see one of them out in the wild.

A Server of Strangers

eso 2014-03-31 21-54-58-07 I’ve played many games so far that have some form of a blended server environment.  World of Warcraft for the last several years has blended the leveling zones for the entire battlegroup to make each server feel more populated.  The most recent poster child for Mega Servers however was the Elder Scrolls Online.  Before launch they made several promises about creating a situation that grouped like minded players together into virtual servers, while still all being part of a much larger farm.  While we had one of the smoothest launches since they could easily scale up the hardware temporarily, and reduce it later as needed…  there are a lot of problems that came from not being with a fixed set of players.  Admittedly some of the issues are due to the poor decisions made with the user interface.

In the above image, can you easily tell where my group mates are?  Can you tell the names of players surrounding me?  In both cases the answer is a huge nope, and this poor design choice of obfuscating information about other players only served to make the mega server concept feel that more alienating.  Everyone that was not you became another nameless faceless person taking up room and competing for your resources.  While this is the extreme, I’ve had the same thing happen in World of Warcraft when I encountered players from other servers.  It was like that they were somehow less important to me, since they didn’t share the same server lineage.  I knew that I would likely never see them again, so why even bother trying to be friendly?

Familiarity in Proximity

WoWScrnShot_102913_165101 In a traditional server structure there is familiarity in your actions.  You end up noticing players that do the same things as you do.  It might be farming a specific location on the map because you like the look of it, or crafting at a specific machine.  In hub based MMOs like World of Warcraft, you spend inordinate amounts of time milling around whatever your faction end game city tends to be.  I would spend hours running circles around Dalaran while dealing with raid and guild business over text.  While doing this I used to favor certain areas of the town and vendors, and I started taking note of who else seemed to like milling around these same places.  Over time I would start up conversations and get used to seeing the same people.  If they were gone, I would wonder what they were up to and hope that they were okay.  Over the years there are so many contacts that I have made… that ultimately turned into later guild members that I made only because I noticed they were in the same place as me and decided to strike up a conversation.

The problem with the mega server is that it destroys this kind of familiarity through proximity.  I feel like Elder Scrolls Online was the absolute worst case of this, because not only did it rob you of being around the same people all the time… it also took their names and guild tags from you.  One of the important aspects of a guild is it becomes far easier to recognize than individual player names.  Over time you start to associate a certain kind of behavior with a certain guild tag, and then when you see one of those people leading an event you have an informed decision as to whether or not this is going to be a good thing.  As a guild leader, my people were amazing and the absolute best advertising I could ever have created.  I would get random messages from players who ended up running a dungeon with one of my people, and they wanted to take time to compliment me as guild leader on how nice they were.  It is this kind of interaction with others that I hope to preserve with whatever ends up being the next server model.

The Happy Medium

2012-08-22_234640 As I said in my first post, I think there is a happy medium somewhere.  I think the ultimate version of mega servers, allows you to checkmark certain characteristics that you favor and then creates essentially a virtual server populated with the same players every time.  Similarly I think there are ways for games to maybe more easily identify players that you have interacted with in the past.  The biggest problem with Elder Scrolls Online is that every player felt anonymous.  Even my own guild members, I struggled to locate them in a mob.  This should never be the case, you should always be able to pick your friends and guild members out of the biggest sea of names and faces.  Similarly I think it is important to be able to identify players, because it allows you to form those connections in your mind that if I saw this player in my crafting hub and they are out here doing the same action…  I am invested in maybe going that next step and inviting them to a group.  I want us to keep the best aspects of the traditional server structure, and find new ways to scale them as we go forward.

I want to leave with an excellent post from Sig of Crucible Gaming called “How WoW Ruined MMO Gaming”.  While the title is hyperbole, there are some really good thoughts contained within, and it seems like Sig  mourns the interconnectivity of the previous era of gaming.  Once upon a time we needed players, and as such generally treated them better.  As games have removed the need for having other players we have eroded that base of civility.  While in many cases I think that World of Warcraft has poisoned the well in doing away with some things that were absolutely normal previously, I don’t think we are in an unredeemable state.  Final Fantasy XIV has proven to me that there can exist a game that is both social and modern at the same time… and that has a thriving and cohesive community.  I think the ultimate trick will be finding ways to take what they have done there and scale it to other games.

Of Game Servers

The Server Dilemma

This week there has been a bit of a war waging in the ArcheAge community between two factions.  The first faction wants them to open new servers so that they can play the game and not have to wait in 10+ hour long queues.  The second faction doesn’t want new servers to be opened at any cost, because it serves to dilute the community, and in a game where land ownership is a crucial part of the experience there is no real way to merge the servers.  I feel like this is one of those arguments when both sides have equal merit.  Generally speaking when a company spins up new servers to help cover the launch weekend users, they also end up having a bunch of completely dead servers months later that have to be merged.

The ultimate problem with new servers, is that we want to play with our friends.  By nature an MMO is a social experience, and at this point most of us bring with us a large group of friends and acquaintances that we want to be in close proximity to.  As such lots of players will roll on another server only to get the feeling of actually playing the game they crave, but ultimately later on re-roll once the opening weekend crush is over to be in the same place as their friend.  So I feel like new servers by nature are a damned solution to the opening weekend problem.  Any servers that spin up are by nature less valuable to established players than the original servers.  They will have less of an economy, and less resources to run any group content.  Having done this multiple times, there is a certain pride in playing on a “day one” server.

Abolishing the Server

For a long time I thought the solution to this problem was to simply do away with the server infrastructure entirely.  Elder Scrolls Online launched with a Mega Server infrastructure, where instead of pool resources into smaller named and classified clusters of servers… they just dumped all of them together in one of two larger data centers US and EU.  This allowed them to simply add more nodes to the cluster to gently smooth out the server load without actually interrupting the users experience.  I have to say after the what has to be hundreds of game launches I have experienced…  this concept made for one of the absolute smoothest I have seen.  We were able to get in and play without needing to fuss about what server our guild was going to be on.  It solved so many issues and let us get in and play with our pool of players.

The problem there however is that as the population dwindled and our regularly nomadic guild did what they were good at… and moved on to the next big thing, we were left without much of a community.  The only intimacy we had in that game was that which we brought with us.  Coming back to Final Fantasy XIV it has refreshed my understanding of just how important that server community is to the overall feel of a game.  The night we bought player housing, we had various folks from different guilds popping by our house and welcoming us to the neighborhood.  Our housing district has not one but two dedicated linkshells for communicating with “neighbors” and after months of doing hunts and fates we’ve joined other really social linkshells that flesh out the rich community feel that I had been craving.  So while the Mega Server answers one question, I feel like it comes up lacking in the social aspect greatly.

A Transitional Population

The Rift launch looked like pretty much every other game launch in memory.  I compared a game launch to a natural disaster the other day, because really it is very similar.  There is this crashing wave of users that hit the servers, and that which they don’t break they flood to the point of bursting.  After the storm clouds cleared they were left with the same problem as always.  Some servers had massive queue times, whereas the others where relatively dead.  World of Warcraft tried to solve this problem by allowing players free character moves between overpopulated servers to very specific under populated ones… and as a result a bunch of thriving communities were born out of the leftovers of higher populated ones.  We would not have the Scryers or Wyrmrest Accord servers were it not for this process, so it feels like it mostly worked well.

Rift however went a step beyond this in allowing any character to transfer to another server for free.  There were some restrictions initially about transferring from PVE to PVP, but over time these went away as they patched in the “Faction as Fiction” concept.  This allowed players to self sort, and overall it seems to have worked.  I’ve moved around quite a bit during the time since this went live in that I started on Shadefallen a server that was whisked away in a great depopulation of servers.  From there I moved to Faeblight, and then to Deepwood to hang out with Liore and the Machiavelli’s Cats…  and then back to Faeblight again because I missed being on a Role-Playing server.

This solved the problem of being fettered to a server and having your friends disappear on you.  You could freely transfer elsewhere to play with a different pool of players.  One of the big problems I have with World of Warcraft right now is that my friends are so splintered across so many different servers.  While you can do cross server grouping to an extent, it just isn’t quite the same as being on the same server and in the same guild.  At $25 a pop it would simply be cost prohibitive to move my army around to another location, even though Argent Dawn where we are currently has seen it’s better days.  With the Rift situation it becomes relatively easy to move your guild to a new location and set up shop again on more favorable shores.  The big thing that Rift is missing however is an equivalent to the BattleTag system that gives you a simply way to connect all of your friends with one single ID.

The Hybrid Approach

I feel like maybe there is a hybrid to these options out there that we just haven’t seen yet.  I really like the concept of the mega server in that it removes the work of even having to discuss what server everyone will be located on.  It also opens things up.. so if you meet someone that plays the same game as you…  there is never that moments later heartbreak when you realize you are on different factions or different servers.  What I think we are missing is the concept that Elder Scrolls Online talked about when they were launching, that never quite panned out.  Originally the idea was that while everyone would be on a mega server, we would be able to self sort into pools of players with like interests.  This would apply an almost dating website series of questions to identify what types of goals you are focused on when you play an MMO.  Then through these questions you would be sorted into the cohesive community that best represents your interests.

So when you are wandering around the Capital city, you are seeing the players that represent your tastes in MMOs.  If you like being around role-players and crafters, you would end up being shuffled into a very collaborative environment.  If you like competing with other players and doing battle to determine who has the most skills… then you would be shuffled into a very competitive focused environment.  I feel like a scenario like this would give me some of the permanence from the community that I found I craved when I came back to Final Fantasy XIV.  I like being involved with the community just outside of my guild.  Guild is a comfortable home for me, but it isn’t the end of my universe, and I crave interaction of new ideas and new players.  I feel like this self sorting mechanic would allow for both seamlessly.    You could have different types of players in the same guild, but self sorting into their own little “perfect community”.

The Solution

Essentially I have seen a lot of solutions for the same problem, and each of them has fallen short.  That doesn’t mean that we should just declare that there is no right answer to the problem and fall back to the old tried and true server structure.  I feel like traditional servers are going to be a thing of the past, but we need to find ways of carrying the best aspects of that intimate server community forward with us.  I am interested in seeing how people solve the problem moving forward.  Games like Landmark and eventually Everquest Next will be tasked to solve it, and with Landmark they are already moving in what feels like the right direction.  The ability to move between servers freely gives you the ability to play with anyone also playing the game.  The permanence of an individual island however gives you a localized community feel.  Do I think it is perfect?  No, but I think it is a step in the right direction, and I hope more games try doing something new instead of falling back on the pitfalls of the server.

Dark Portal Closes

Larva and Whales

Last night we recorded our 21st episode of AggroChat, and it was a pretty enjoyable time.  I was joined by the original cast of Ashgar, Rae and Kodra.  This issue was more defined by what we didn’t want to talk about than what we actually wanted to talk about.  A few of us wanted to avoid the gamersgate debacle at all costs, and overall I think we did a fine job of doing just that.  The result was a very organic discussion that started with talking about what we had been playing, and ended with us delving into various items.  Who needs show notes right?

I named the episode larva and whales because Kodra has been playing this super complicated puzzle game called English Country Tune.  So far I have yet to figure out why exactly it is called English Country Tune, because it seems to be mostly about moving blocks around… some of which are called Larva for no apparent reason, and others are called Whales for similar lack of reasons.  When I was listening to the recording, the whole discussion just seemed ridiculous.. and I figured that had to be our title.  Later on we got into a discussion of the Wildstar server mergers and how our opinions might have changed a bit on the mega server concept after getting into Cactuar in Final Fantasy XIV.

Dark Portal Closes

wowcancelledagain It is a rather dramatic subheading for what in truth is not a terribly dramatic act.  Yesterday morning while writing my blog post, I ended up talking myself into cancelling my World of Warcraft account.  In a way I guess it was writing about the Nightmare Tide expansion in Rift, that made me realize just how not interested I am in anything to do with Warlords of Draenor.  There have been a few times over the years when I have cancelled World of Warcraft, and in almost all of them it was the result of some negative reaction to the game.  It wasn’t providing me this or that, or I was frustrated with these changes… or more often than not the lack of changes.  This time around I feel completely apathetic about the future of this game.  I have friends that work on it, and lots of blogger and gamer friends who are still devoted to it, so I hope it does extremely well and provides them a fun environment to run around in.  I think it still provides lots of good things for the faithful, but at this point I have just lost the desire to be in Azeroth.

I think the biggest evidence of my need to just close things down is the fact that I have not played the game since April or maybe even earlier than that.  I have kept my account active for one reason and one reason alone… I was wearing the Guild master title in the guild I started back in 2004.  The only times I would actually log in, were to throw out an invite to someone who was wanting to check out the game.  It felt frustrating to have a game I was not playing at all slowly bleeding money out of my accounts each month.  Similarly I have come to the realization of just how much the game has changed, not in the content or the client… but in the community.  Playing on the Cactuar server in Final Fantasy XIV has made me realize what I missed about Argent Dawn.  The experience in Final Fantasy is much like it was in the early days of that server.  Coming back each time seemed to remind me just how many people that I once cared about were no longer playing the game.

Similarly I came to the realization that I no longer need World of Warcraft as a $15 a month chat client.  The folks that really matter to me I have contact with through social media, instant message, email or even the battle.net client.  So I no longer have to rely on World of Warcraft to help glue together bits and pieces of my world.  I realize the surest way to return to WoW is to claim you are never returning to WoW.  I can’t make such a claim, but it does feel like it is over now.  I am leaving not because I am mad at the game, or that I am disappointed by the game…  I am leaving because I feel no desire to play the game.  After months of having access to the Warlords of Draenor alpha, I find that I have maybe played the game a grand total of six hours.  I hope it will be a rousing success, and they already have my money…  but I won’t be crossing through the dark portal.  At the end of November, my Dark Portal is closing and likely for good.

Fun with Malboros

ffxiv 2014-09-07 00-01-27-499 If you ask a Final Fantasy fan what their most dreaded encounter is, I would imagine that Malboros rank pretty high up the list, more than likely directly below Tonberries.  The constant fear of not being able to move out of the “bad breath” attack makes fighting them super frustrating.  The Final Fantasy XIV version is every bit as terrifying as the worst versions in any of the console games, and in their infinite wisdom the developers of 14 decided to create a dungeon almost entirely devoted to them.  Last night I got to tank Aurum Vale for my good friend Thalen who is slowly creeping up on 50.  This dungeon is needed as part of the promotion system for your grand company, and it unlocks access to the highest rank stuff, so as a result we end up periodically running it for the up and comers.

I actually thought the dungeon was nowhere near as bad as I remembered it.  It might be that we all greatly outgear the dungeon, but in truth that shouldn’t factor too heavily since Aurum Vale is the last of the dungeons that mentors you down.  For the level 50 players this means a frustrating experience of losing all of the stuff you got when you dinged 50, as the dungeon mentors you down to level 49 exactly.  The biggest frustration with this is the fact that I lose Infuriate the ability that gives me a 5 stack of rage on demand.  It is basically my steel cyclone on demand button, as that is one of the best ways to get threat on all of the things quickly.  In spite of these frustrations I had a really good time.  I have to say I actually enjoy tanking the lower level instances for guildies as they need them.

#FFXIV #WoW #AggroChat