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"Mark Kern: Up to 90% of MMO Real Estate is Wasted"

Harlequin

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http://www.mmorpg.com/showFeature.cfm/loadFeature/7559/Up-to-90-of-MMO-Real-Estate-is-Wasted.html

Have you ever wondered how much that monster you killed cost to make? It’s just one of at least a dozen variants in the zone you are playing, and then there’s the quests, points of interest, mountains, valleys, and blades of grass. How long did it take you to play through those zones? Certainly, at today’s MMO speeds and playing low to mid-level zones, you didn’t spend more than a couple of evenings in each one.



Mature MMO’s (those out for six months or so) only use 10%-20% of the content to serve the plurality of players at any given time. The other 80-90% is wasted once played through by voracious players. This is because of the way these games are designed at a fundamental level. Each zone is geared towards a level range, and once you are past that level range, you almost never need to adventure in those zones again. This is why lower levels zones in an MMO often feel like a ghost town. And as noted in my prior article, we blow by these zones so fast that many times you aren’t in any beginning zones for more than an evening or two.

It’s incredibly arduous to create a zone for an MMO. After all, you are talking about detailing something like 5-10 square miles of land (or more). Everything has to be placed by hand: mountains, roads, caves, dungeons, valleys, trees, rocks, points of interest, themed/unique monsters and even grass! I would argue that zone creation is about 70% or so of an MMO’s total cost to develop including features, programming, art and world design. That means, on a 100M budget (typical for a mid to top end MMO these days), and a 20 zone game, you are spending about 3.5 million dollars a zone.



Coming back to spending two 4-hour nights in a zone, that’s about $437,500 per HOUR of gameplay. No wonder MMOs are struggling…you simply can’t keep up with that number and deliver enough content to players expecting hundreds of hours of gameplay. This structure separates players, making it harder to play with friends new to the game and making the world feel empty as zones get vacated. You’d think that with the cost being so high, developers would have found ways to reuse these expensive zones, or keep players playing the whole world.

But we don’t, and large portions of content go unnoticed or unplayed as an MMO matures. Instead, we keep trying to create new high level content costing millions to keep players engaged, but because it takes months and months to create a zone, we can never keep up with players at these costs. If you are World of Warcraft, you can afford this strategy. If you’re anyone else…well, good luck with that.

We can’t afford to keep making MMOs this way, and players deserve more out of the entire world before them. We need to play the whole world, not just the highest level zones. We need content that grows with us. What if we could create a game where adding an additional zone truly expanded your entire play-space, instead of just providing a couple more hours of content. In this way, the world would get richer as more content was added, growing in value and entertainment to the player.

To do this, we have to leave level based zones behind. There needs to be something for everyone in all zones. Some games attempt this by down-leveling you into lower level zones. But this is unsatisfying for a number of reasons. Players want to play with all their achievements and gains intact, and want to be challenged at their skill level, and not have to dumb things down for lower level zones.

Dynamic content and more horizontal, rather than vertical, progression is one way to do this. Imagine a world that knows what players are in a zone, and creates encounters for those players specifically, at their level of challenge. Combine this with more horizontal modes of progression and milder power curves rather than steep vertical climbs, and even newer players can enjoy these encounters with more experienced friends. Imagine a world getting bigger as you play it, giving you more and more options as time goes on, not less. This is a much saner approach than throwing away millions on “play through, play once” zones and content.



It’s going to take a lot of work to accomplish this, but it’s imperative that we do. It’s simply gotten too expensive and too wasteful to keep making virtual worlds in a throwaway zone mentality. The cost of failure is too high. But it’s more than cost savings, its making richer, more believable worlds. Imagine the whole game being a living entity, whose dynamic events change over time, or even whole zones changing. It’s not worth it to do that in current MMO models...but if the whole world had content for ALL players, then we can put the effort into new events and new challenges in all zones, not just the latest and greatest high level zone.

This is the essence of Firefall’s approach to world building. We don’t have static encounters in the world. Instead, we’re driven by perfecting dynamic events and emerging gameplay and living worlds. We’ve only just gotten started, but you will never out-level a zone in Firefall, and we will always be adding more content, more dynamics, and more simulation and emergent gameplay across the world and in the new zones that players unlock and reveal. The goal is to have the whole world get richer and more entertaining over time, building and adding value to the whole system for all players at all levels. If it works, it could open up a whole new type of MMO to players.
 
I believe this article made reference to another article by the same person:

http://www.mmorpg.com/showFeature.cfm/loadFeature/7540/Have-MMOs-Become-Too-Easy.html

Have you noticed the creeping casualness that permeates all MMOs these days? When is the last time you died in a starter zone? What happened to 40 person raids that have dwindled to 5? Do you feel any sense of achievement in the race to end game, or is the end game the only achievement?
It all started with the drive to make MMOs, which in the EQ and Ultima days were a niche and hard core game, more accessible. Accessibility was the mantra when I was leading the World of Warcraft team. We labored over the user interface for the game, going through many iterations, to find one that would be easy and intuitive for players new to the genre. We created a massive number of quests to lead the player through the world, making sure that they never had to think about what to do next.


But even that wasn’t enough. As WoW grew in population, reaching ever more casual gamers, new expansions introduced even more refinements. Quest trackers were added, and xp was increased so that it was easier to level through all the old content to get to the “new stuff” of the expansion. Gear from the a new expansions first quests made raid gear from previous expansions a joke. And the level curve became faster and faster until we reached a point where everyone is just in a race to get to max level, and damn everything else in between. Why care about level 20 gear when you would blow by levels so fast it was obsolete before you even logged off for the night?

And it worked. Players came in droves, millions of them. But at what cost? Sometimes I look at WoW and think “what have we done?” I think I know. I think we killed a genre. There are many reasons I feel this way, but I’d like to discuss one in particular, the difficulty curve.

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The main thing we lose when lowering the difficulty curve is a sense of achievement. When the bar is lowered so that everyone can reach max level quickly, it makes getting to max level the only sense of accomplishment in the game. We lose the whole journey in between, a journey that is supposed to feel fun and rewarding on its own. Nobody stops to admire a beautiful zone or listen to story or lore, because there is no time to do so. You are fed from a fire-hose of quests that you feel compelled to blaze through, whose content is so easy and quick to accomplish, that you are never in one place long enough to appreciate the incredible world around you. We feel bored by these quests, simply watching numbers on our quest trackers count down to completion before we are fed the next line of quests. And you don’t feel satisfied from playing the game because it never challenged you.

And since these quests are so easily and quickly accomplished, the developer is not motivated to spend any time creating rich quests or events for players, since they will only be done once and discarded in the blink of an eye. Developers have no choice but to rely on kill 10 rats, fedex or escort for nearly every quest, and to do so with the least amount of work possible, lacking in depth or story. Its simply not worth it to do anything more. This makes the situation even worse, as not only do we not have a sense of accomplishment, but we enjoy these quests chains less and less as they become simpler and more cookie-cutter. The moment to moment gameplay suffers. And its this focus on throwaway quests as “content” that is putting MMOs into a very deep bind.

As content gets easier in order to appeal to a wider market, it at some point also pushes that market away. We feel bored by the same formula over and over. We never explore the world, having been indoctrinated to just follow a laundry list of tasks. There is no thinking, and not much choice, as the ideal path is spoon fed to you in a linear fashion (ironic how open world MMOs have become linear quest fests). It may be great for relaxing and having a fun couple hours of gameplay, but it doesn’t last. No wonder we have such a huge crowd of jaded and bored MMO players. Every MMO that follows the WoW formula is a trivial exercise, dominated by rote and convention, trading off the joy of the journey for a series of meaningless tasks. And when we race to the end, we expect some kind of miracle end-game that will keep us playing. It never does.



It’s not the end game that we should be worried about, its the journey. An MMO should be savored, a lifetime of experiences contained within a single, beautifully crafted world. The moment to moment gameplay should be its own reward. You should feel like you could live your whole life there, not by having infinite quests, but by having a living world that makes you feel good just for being in it and experiencing all it has to offer at your own pace. Its not about the competition to max out your character, its about a way of life and a long term hobby with enduring friends.

In our own game, Firefall, we try to focus on the journey, not the end. We work hard to create a beautiful world, and you never out-level a zone since the dynamic events scale to players. Our quests and missions are dynamic, letting us put more work into making the event fun to do and letting you do it as often as you like and because you are challenged by them. Our combat focus is tuned for skill and moment to moment fun, and because it require dexterity and aiming, you can always challenge yourself to do better. We also have an intricate progressions system, one that focuses on lots of tinkering on the journey to maximizing your battleframes. Our crafting and resource system is one of the deepest and most complex of any MMO, having more in common with the well loved crafting system of the original Star Wars Galaxies than the simplified crafting systems of current MMOs.

Firefall is not a trivialized distillation of an MMO. We found that adding a little difficultly and depth has actually made the game more fun, not less. Maybe, just maybe, as an industry we’ve made things too easy, and its time to get back to games being challenging as well as fun.
 
Yea it seems these articles are more about promoting his game than anything, but he does make some good points about the industry.
 
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