Yeah, well, that’s just, like, your opinion, man
If you asked me what the most egregious flaw in MMORPG development has been over the history of the genre, I would say it was a “lack of focus.”
Overreach, trying to have too many features, trying to appeal to too many different audiences, listening to too many voices saying that they will give you money if only you support their pet feature, has ended up with a lot of time wasted on features that did not enhance a given game over time.
Vanguard is probably the poster child for this, a game that launched with too much breadth and not enough depth. (Star Citizen could claim that crown from Vanguard, save for the “we’re still in Alpha” loophole that will be going on for the foreseeable future.) All those races, all those starting zones, PvP and different types of PvP servers, huge landscapes devoid of content, all running on server code not ready for prime time.
The game wanted to leap past day one EverQuest and be EverQuest five expansions into its life. Instead it jumped down a well and was on life support for the next seven and a half years, finally being let go when even a free to play conversion couldn’t make it economically viable.
That trajectory might have been different had the vision for launch not been so grandiose. A few races, one continent, and a focus on content around that might have led to a different outcome. Maybe. They still would have needed more time on server code, but maybe with less emphasis on a huge world they could have spent some money on the underlying mechanics.
When Brad McQuaid showed up again with his Pantheon: Rise of the Fallen Kickstarter campaign three years back, I was happy with his vision… back to the core of what made EverQuest a success… and doubly so at him saying that the plan was to keep things small and focused. And then people started pestering him about features they wanted to see in his new game and vision creep seemed to have returned. When he caved in to a loud corner of players and said PvP would be a thing, I gave up on following the game. What attracted me to it was his statement about focus, and once that was gone the project ceased to be special to me.
Not that I am anti-PvP. I have enough posts about EVE Online here to show a commitment to that as a play style. But I am not convinced that PvP needs to be a feature in every single MMORPG. It needs to be an integrated, core feature and not something tacked on in the hope of a few more box sales. That is where it works, where it is good. However, there is a loud group of players who will show up and rant about any game that dares not have PvP on its feature list.
EverQuest II is my favorite example of time wasted on PvP. It is a game where the core feature set and audience is PvE that spent way, way too much time trying to make PvP viable by tacking it on to the game in all sorts of ways. There battles with avatars, and arena battles, and battle grounds, and different servers with different rule sets over time, and eventually there was a point where they redid all the gear so that it have both PvE and PvP stats. And, in the end, after attempt after attempt to make PvP a thing, they finally gave up and went back to focus on the core game play, the PvE questing and dungeons and raiding, that keeps its main audience going.
Of course, I have a flip side example for EQ2 in EVE Online. There has always been a persistent rumbling from people about making New Eden more PvE friendly or making high sec completely safe from non-consensual PvP. CCP has admirably stuck to its vision of the game on that front, but they nearly slipped at one point.
When we speak of the Incarna release, a lot of people jump straight to cash shops and monocles and the insider talk of selling “gold” ships or ammo ala World of Tanks. But the cash shop still exists and monocles are just as expensive today as they were five years back.
That was all fluff.
The main issue was the captain’s quarters and the diversion from flying in space to avatar based game play. That was what was rejected after Incarna, but only after a dismissive attitude from CCP about ship spinning… something that was even in their CSM summit statement… and the like.
But results trump attitude, and after Incarna we got a renewed focus on flying in space with the Crucible expansion that started a long series of reworks of broken or ignored features that were part of the core game play, after which the game reached its subscriber peak. They seem to get that they have a core they need to maintain. (Which they even mentioned in an interview today.)
And yet there remains a loudly vocal group of players who insist that EVE Online needs avatar based game play, the dreaded “walking in stations” crowd, despite it being such a non-core feature that to make it viable CCP would have to essentially develop another game within EVE Online in order to make it any sort of real attraction. And to do that it would need to shift resources away from space, which is where everybody who plays the game today is invested.
Arguments about avatars attracting new players are all pie in the sky wishful thinking, while ignoring core game play and the primary audience for the game simply cannot be justified. But still somebody brings up “walking in stations” every time the future of the game is discussed.
Straying from your core audience can be a win, but only if you know the demand is there, and there is no evidence that an investment in avatar based game play would add a single player to New Eden.
You can point your finger at me and rightly say that I am not a game developer, so how would I know. And it is true, I work in a different segment of the tech industry, enterprise software. It pays better and is much more stable.
But that doesn’t mean I don’t have a sack full of stories about companies with solid products that bring in 99% of the revenue ignoring them to chase some pie in the sky vision because the VP of sales heard some analyst at Gartner say that the future was in “nano-plastic biometric IPv6 reporting schemas” or some other nonsense feature.
And let me tell you, the urge to stray from your focus is tested a lot more by a fortune 50 retailer telling you that they will only consider your product for their seven figure RFP if you support crazy feature X than by any number of gamers grumbling in your forums.
So I certainly have a sense of what happens when you lose focus along with a series of “no customer ever used” features I on which I worked for my resume.
All of which makes me a bit more optimistic about the MMORPG market these days. WoW clones attempting to appeal to all demographics are dead for now. Even WoW has felt the pinch for being too much of a bland reflection of early versions of the game.
Instead we have a range of “niche” titles in development, games that set out to be smaller and so can focus on what makes them what them special rather than feeling the have to have every feature ever present in any MMORPG ever shipped. We wait upon Shroud of the Avatar, Camelot Unchained, Project: Gorgon, Crowfall, and probably a bunch more to validate once again that an MMO can be small and focused and successful.
But if you’re still out there shouting that every game needs to support your pet feature, you’re might want to reflect on whether you’re actually part of the problem that got us to the grim state of big MMORPGs in the first place.