The Next Big Thing

It’s starting to feel like we’re gearing up for a post-Warcraft MMO scene, where the current powerhouse has settled into its paradigm and has made it clear what it’s doing (and, perhaps more importantly, NOT doing). For anyone who was surfing games during the end of the Everquest era, more and more people are starting to look for something different, or something to play “on the side”, or what have you. The last time this happened, we started to get a lot of competition, slowly eroding the base of the current leader (Everquest, at the time) and usually all trying something a little different from the norm.

It’s been interesting to see history repeat itself, or at least start to show hints that it’s going to. It’s taken a lot longer this time around; WoW has managed to stay on top for a lot longer than Everquest did, and there’s still no definitive successor to the throne.

The Last Big Thing

In 2001, Everquest had been on top for two years, having largely usurped Ultima Online and staying reasonably ahead of its competition: Asheron’s Call. That year saw the first shots across EQ’s bow, in Dark Age of Camelot and Anarchy Online. Dark Age of Camelot took the Everquest model and shaped a strong PvP environment out of it. There was a goodly amount of PvE in the game, but everything at the end came down to its Realm-vs-Realm model, in which three player factions fought over contested territory, especially Keeps. Anarchy Online took a different route, hitting the sci-fi angle rather than the fantasy angle, but keeping much of the gameplay the same. These managed to be different enough that they coexisted with EQ quite solidly, unlike a large number of the similar fantasy-style MMOs that came before and after.

Two years later, in 2003, the experimental phase was in full force. The games released four years into Everquest’s reign deviated hugely from EQ’s model, all trying new things to see what the next success would be. The foray into sci-fi games continued with EvE Online and Star Wars Galaxies, both extremely innovative games that presented the MMORPG in a new way. Shadowbane released as a massive foray into the concept of player housing and player-run content, with its player-made cities and siege-focused PvP, and A Tale In The Desert was a game unlike any other that had been released before, with an entire gameworld shaped by its players.

As with all innovation, not all of these experiments proved to have long-standing appeal, but a lot of the concepts introduced in them made their way into the big release the following year. In these games we saw the introduction of dungeon instancing, the player auction house, mounts, significantly improved chat functionality, and the beginning of quest-oriented gameplay, all of which appear in 2004’s World of Warcraft.

Today’s Big Thing

Just prior to World of Warcraft’s release in late 2004, two other games made their appearance: City of Heroes and Guild Wars. These games both moved back towards the EQ model, albeit with some notable differences. City of Heroes managed to capture the superhero genre in a game the way nothing else really had, and Guild Wars moved heavily into a quest-centric model and gathered quite a large following with its no-subscription-fee model, circumventing something that is still a sticking point for players even now.

World of Warcraft dropped in late 2004, alongside Everquest 2. The surge of popularity for WoW launched the new era of MMORPGs, and set the standard for everything that came next.

Toppling the Giant

The same cycles that we saw with Everquest are starting to make the rounds again. The process has been slower, as the bar set by World of Warcraft has made is significantly harder to make a strong showing in the market, especially for something as difficult to make as an MMO. Player tolerance for instability, lag, or a dearth of content is close to nil, and over the years WoW has made the average player much, much more skilled than they were prior to its release, as well as bringing millions of new players to the genre. It’s no longer acceptable to have punitive, “hardcore” penalties in games, and the feeling of power WoW’s PvE progression brings has proved intoxicating, leaving few players to want to go back to the harsh, unforgiving environments of previous games.

As a result, the scope of innovation has been tightened, as wild, unproven designs are simply too expensive to take the risk on, especially considering the various elements that *must* be excellent for a new MMO to compete. Games have tried and failed to release at the level of polish required of the previous generation, The Matrix Online being a notable example of this, and games like Warhammer Online struggling to compete against the WoW juggernaut. Games like Mortal Online and Vanguard: Saga of Heroes made it clear that while a certain subset of players sought the hardcore environments of the previous generation, they wouldn’t capture the kinds of players they used to. Lord of the Rings Online proved a strong contender by staying close to the WoW model, but presenting itself in subtle but numerous different ways.

Iteration, Not Innovation

We’re starting to see the next generation of MMOs start to surface– games that expand incrementally on the existing template, rather than spiralling into completely new ground. Video games are an iterative process, and while occasionally a shining success in the industry is borne of something completely out of left field (hello, Katamari Damacy), by and large the big hits in the industry are based on what has come before, but with some carefully added features and a couple of new designs, rather than a completely blank slate.

We’re starting to see those games now. Rift is the first, introducing the concept of dynamic content in a way that makes sense and actually works within the MMO framework, as well as honing the idea of character customization to a much greater degree than previous games. Star Wars: The Old Republic looks to be following suit, only emphasizing storytelling and characterization in new ways, something that WoW now struggles with. Guild Wars 2 also seeks to subtly alter the mold, by presenting content and quests to players in a different way, and building on the idea of dynamic content.

The Next Big Thing

There’s no telling what game will topple the current reign of WoW, but by looking at what WoW is and is not doing, and what its competition is focused on, it’s not difficult to get a picture of what that game will look like. Dynamic content sits high on the list of things that WoW simply cannot elegantly do (and doesn’t seem interested in doing), but the difficulties of execution present a high bar, with the best implementation to date appearing in Rift. A new quest model is almost certainly in the cards, as both Guild Wars 2 and The Old Republic seem to be pushing. Expect that up-and-coming MMOs will eschew the “quest text, accept/decline” boxes in the future. Storytelling will also be big– as technology allows the fidelity of our games and the ability to present an MMO the same way a single-player game is presented, we’re going to see the same leaps in storytelling in MMOs as we did when games like Half-Life proved that first-person shooters could tell excellent stories.

I personally hope for a game that changes the way we approach MMO endgames, and while I still think it’s a ways off, an MMO that eschews levels entirely for a whole new model of progression would be very interesting to see. As usual, though, I expect that the next game to really capture me is going to be one I’m not prepared for and that does things I don’t expect. We’ll see what that looks like when the time comes.

Trion Fighting Spam

Sitting on my server last night.  I got this server message.

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The image says it all.  I have seen more work to fight gold sellers and spammers from this company than I have ever seen from another.  It is unlike me to post something short and quick like this, but seriously they need credit for this.  Now I am not sure if it was 500 accounts total or 500 from our server, but either way it is pretty cool.

All the work they have put into the chat spam filter, and mail spam filters are much appreciated.  Keep up the great work guys.

Minecraft Update: Royal Quarters

I have been trying to decide what to write today.  I have this post a brewing in my head regarding the moment I have pinned down that WoW ceased to be fun and became a job.  Problem is, I feel it is far too introspective to end the week on.  Instead I figured I would update on the progress of Belgarde in Minecraft.

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This week I was happy to get back on the House Stalwart Minecraft server again.  With the 1.5 patch, it broke Craftbukkit that we use to maintain our server.  The number of bugs in 1.5 lead the Bukkit team to hold off updating for a bit, so we were forced to either downgrade to 1.4 or just simply stay disconnected.  Personally I had other things going on so I didn’t go through the downgrade process.

The Farms Are Safe

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Last time I posted about Minecraft, I said I was working on a sheltered farmland area.  This has been completed and here are a few screenshots above of the area.  These show the fields, 2 farm houses, condos, and the completely sheltered docks.  The area is free of monster spawns and adds to the large safe zone that is contained in Belgarde city area.

Next project:  Royal Quarters

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In keeping with the flow of topics today,  I will be highlighting Belgarde’s Royalty.  Currently the dockside castle area includes a throne room, but no real living quarters.  It was my intention to build these extending below the waterline in the earth.  This was one of the features I started to flesh out and then never went back for.  So currently being out of pressing projects, I decided to start building this area out.  The above image shows the portion of the castle that extends out into the water.

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There is an access shaft that leads down to the royal quarters, which is several floors below ground.  The idea is, that keeping the quarters underground, would keep them safe from attack.  The above image is the central nexus that breaks out into separate hallways.  Included here are a number of chambers that have yet to be decorated, as well as an audience chamber with throne.  My thought is this is where the majority of private business would be conducted for the city of Belgarde.

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One floor below the royal quarters is the servant quarters.  If the royals live below ground, so would all of the servants that take care of the castle.  The idea in them being a floor below is that so visitors would never see them.  Below here I have fleshed out 12 dorm rooms, a large kitchen with a small dining room, and a workroom.  My plan is to continue downwards and build out additional levels.  The current idea is to build out a storeroom directly below the servants quarters.  Following the storeroom would be a prison to hold any criminals that have not been deemed as combatants in the arena.  Below that would be the royal vault, with all manner of traps along the way.

Minecraft Song

Just because I can, I am embedding the Minecraft Song by Bobby Yarsulik.  I seriously love this song, I am not sure why but to me it really fits this game.  He has gone on to create many other minecraft themed songs.  You can find him on facebook, or on twitter @byarsulik.  Personally I think Notch should license this song for the menu in game.  If you love the song too, you can pick up all his minecraft themed music over on itunes.

100th Post

So I just noticed that this is post number 100 for me.  It doesn’t really feel like I have done that many, but according to WordPress I have.  Just adding this in as an unimportant footnote.

On Recapturing the Magic

or “I’m New Here So I’m Going To Start By Disagreeing With Bel”

Bel’s post below, "Warcraft Broke Me" got me thinking. I’ve been in largely the same boat he is, having finally stopped playing World of Warcraft without getting heavily into any other MMOs. You should read the post, it’s a good one, but as a quick recap he’s rediscovering the joys of not being tied to a game and, as he’s put it to me a few times, is "living an actual life again".

I’m doing the same thing. In the last month I’ve started working out again, picked up painting, get out and hang out with my friends a lot more often, and largely don’t really see a massive lack in my MMO schedule. When I play (Rift, currently), I play because I want to and I have fun, and when I’m through having fun I stop and do something else. It’s probably terribly inconvenient for the hardcore in the group, but I actually legitimately enjoy every moment I spend in game, which is something of a surprising new feeling.

For me, though, it doesn’t feel like a whole new paradigm, or a huge shift in the way I play games from here on out. I remember the feeling when I left Everquest, and how I played a few games hyper-casually (and even not so casually), but without the devotion of scheduled playtime and other things. I played a handful of other games before sinking into Star Wars Galaxies and dropping down that rabbit hole… despite the feeling I had at the time that I would never get into a game as heavily as I had Everquest.

The Pendulum

It all feels like a pendulum to me. Back and forth, with one end being a total disconnect from MMO-playing and the other end being the depths of hardcore, scheduled raid leadership. It hovers at the edges of the swing, but it still feels like it’s swinging, and when I don’t expect it, it’ll come hurtling the other way and while I look around now at my "freedom", I’ll play something, blink, and then realize it’s three months later and I’m leading or helping lead a raid group.

I think the only time things have ever really not worked out has been when I’ve tried to push the pendulum one way or the other before it’s good and ready. I tried to force myself to drop out of the raiding scene in WoW at once point, stop playing the game entirely and concentrate on some important stuff (like getting a job), and while I had the discipline to stay away until I’d accomplished what I needed to, it was less than a week after that I’d come back to the game, voraciously seeking what I’d tried to be rid of. I’ve started MMOs with the plan of having a solid group, planning on hitting max level and grouping together and even raiding, and it always seems to fall apart. It feel s forced, like I’m stopping the pendulum mid-swing and trying to make it reverse.

The Priority

I’m almost certain I’ll end up back in the hardcore scene at some point in the future, sticking to a solid schedule, showing up on time (or early!), making sure everything is in order and accepting no distractions, going through all of the trouble of recruiting, helping people improve, and dealing with drama and the other issues that come up. When that happens, it’ll almost certainly be fun, and I’ll have no idea what will trigger it. It might be tomorrow, it might be years from now. At the time I went from being an egregiously casual WoW player to a hardcore raider, I would have told anyone who asked that that switch was the least likely thing that could possibly happen, but there it went.

Right now, my priority is having fun. The pendulum swings, and I have fun. Best I can ask for, yeah?