End-Game Primacy: Part 1
Part 1: Exploring Principles:
To suggest that I have a better way to build an MMO is to suggest that there is a problem with the current model. That’s not being entirely fair because there are plenty of good MMOs out there right now. However, it has been my experience as a player that innovation seems to have slowed as more developers choose to replicate the same MMO models across new franchises rather than take big risks of new kinds of MMO game play. My theory is meant to be an alternative, and I hope justification for someone to build this concept. I’m going to start with what I believe needs to be the ultimate goal of any MMO and then work backwards on how I think there is a better way to reach that goal that not only makes a better game for players, but also meets the business needs of developers and producers.
1) Successful MMOs need player volume to make money. Massively multi-player online games are inherently expensive to produce and maintain. From a business model standpoint, this means that the game needs to attract enough players for a long enough period of time to recoup initial development costs, provide future maintenance and development costs, and also make a reasonable profit for the developer and producer. It doesn’t matter if the business model is free to play with micro-transactions or subscription based. A consistent player volume is required for both. This need for money is a hard truth to swallow for those most passionate about these games (myself include) because we tend to idealize the art form. But a healthy player population is not only good for business, it’s also good for game play too (more on that in a moment), which is a goal even the most doe-eyed idealist gamer can get behind.
2) A stable population is a function of player retention . To reach the idealized population sweet spot where the game world is bringing in enough money to meet the above objectives, players need to be retained over a period of time. In an ideal world, which I’m going to refer to as “Boom-town” (figure 1), players will opt into the game world and choose to never opt out. This would result in near continuous growth as more and more players try the game. The second scenario, which I’m calling “Bust-ville” (figure 2), shows what happens with many MMOs these days. Players flock to the new game, but their average retention time isn’t long enough to let new players replenish their ranks. The population falls below the theoretical “healthy population” line and fails to make enough money or keep game play interesting enough to attract new players. The last scenario, or “Just-right-shire” (figure 3), is the most realistic goal. The initial spike of players is high enough to get above the healthy population line, and average player retention time is long enough that the population never drops below that line. The game reaches a state of equilibrium or steady sustainable growth.
3) Player retention is tied to content relevant to a players interest. If content is relevant to a players interest, it should theoretically be fun for the player. As long as that content exists, the player should be retained. It sounds simple, but it’s honestly where this gets wildly complicated. Not surprisingly, fun is different for different people. Some players will be attracted to story, others to exploration, others to combat with other players. Most will move back and forth between all of these elements at various times during their retention. There simply is not enough time and resources to make content to appeal to everyone at all times. Even if a game developer decides to focus on appealing to a narrow population group, players consume this content far faster than developers can make it. Consider the quote below from Ralph Koster:
If you write a static story (or indeed include any static element) in your game, everyone in the world will know how it ends in a matter of days. Mathematically, it is not possible for a design team to create stories fast enough to supply everyone playing. This is the traditional approach to this sort of game nonetheless. You can try a sim-style game which doesn’t supply stories but instead supplies freedom to make them. This is a lot harder and arguably has never been done successfully.
Koster is specifically talking about stories, but this holds true for if you substitute any kind of content for stories. Even the most successful MMO development teams today struggle content fast enough to keep their players from consuming it too quickly. At best, they skirt keeping their populations above the healthy line with injections of content as expansions. At worst, they experience Bust-ville, where their initial content release and subsequent content production is too slow to keep player retention up long enough to see population stability. Repetition and pseudo-random elements in the static content can alleviate this somewhat, but these are band-aids to the larger issue. Other variables like brand loyalty or lack of competitors can also extend the life of this content, but they still cannot compete with new content. Even the best roller coaster in the world gets boring after the one hundred forty-seventh time for all but the most extreme roller coaster enthusiasts.
Continue reading more Part 2: Building the Theory or head back to the Introduction to navigate from there.
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July 8, 2012 at 7:24 pmEnd-Game Primacy: Part 2 « questproquo
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July 8, 2012 at 7:26 pmEnd-Game Primacy: Part 3 « questproquo
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July 8, 2012 at 7:28 pmEnd-Game Primacy: Introduction « questproquo