Waiting For Quality: A Better Future For MMORPGs?

With Jumpgate Evolution and Champions Online delaying their releases to give us a better game, Chris "Pwyff" Tom asks why can't everyone just try to give us the full package at launch.

For those of us who still love our offline games, it's interesting to see the differences in production that surround our 'regular video games' and our MMORPGs. With the console industry, blockbuster releases need to compete only with other games coming out at the same time - Street Fighter 4 doesn't need to worry too much about pre-existing fighting titles because gamers will happily make the purchase, even if they already have Soul Calibur 5, Tekken 5, Guilty Gear XX2 and Street Fighter 3 (guilty!). Perhaps the biggest burden that is placed upon offline games is their aim for key release dates that coincide with consumer purchases. Release for Christmas, or just before the back to school rush when everyone is spending money!

Recent MMORPGs, on the other hand, have been released not in conjunction with hedonistic holidays - instead, the entire development cycle of most MMORPGs seems to be centered on a different world… of Warcraft.

To give some examples, the disastrous Age of Conan was pushed out the door on May 20th, 2008 and Warhammer Online hit shelves on September 18th, 2008. Coincidentally (but probably not!), May 20th marked the very last TBC expansion for World of Warcraft (that was the day that the third gate opened for Sunwell Plateau, granting access to the full instance), and it would also be the beginning of the WoW Summer lull of 2008 which merely saw the beginning of Season 4 Arena and a broad sweeping nerf to all raid content, in order to allow everyone the opportunity to experience endgame WoW before Wrath of the Lich King hit.

In other words, Age of Conan went live when Blizzard said "that's it!" for the summer and decided to focus on the winter release of their next expansion. Warhammer Online even 'chopped' out four capital cities and four classes in order to make their Fall release (yes, the pun was totally necessary for those who got it). Now, you might be asking; why would anyone cut out that much content just to make a release date? Perhaps it involves some very deep commitments to production schedules and publishing dates, but chances are very high that World of Warcraft's award winning Wrath of the Lich King expansion, which was poised to come out a mere two months after Warhammer's scheduled release, also had a lot to do with the Mythic's development culling.
On the other hand, however, it's definitely not easy to develop a successful MMORPG with the aim of challenging the monolithic World of Warcraft without taking their development cycle into consideration. Unfortunately, I hope we all remember what happened with Age of Conan and Warhammer Online when they pushed their products out the door a little bit too early - while Age of Conan boasted sales of up to 1,000,000 copies and 700,000 unique subscribers and Warhammer Online posted up an equally impressive 750,000 unique subscribers a month after their release, both games have plunged considerably in subscriber numbers when users felt that they both had undeveloped endgame content and both had an incredible number of glitches on launch. Age of Conan currently has an estimated 70,000 subscribers, and Warhammer Online has closed several servers as they try to hold onto their remaining subscriber base of 300,000.

I'm sure we can all see the problem that comes with pushing unfinished products out the door too soon. On the other hand, developers may find themselves equally frustrated if they take that extra month to 'polish' their game, only to have Blizzard release tons of content the week before and thereby suck in hundreds of thousands of World of Warcraft players who might have started to crave something new. Considering the above two situations, it's easy for developers to convince themselves that they can snag those curious hordes of MMO gamers by pushing an unfinished product out, and then 'patching it up' in the subsequent weeks. Unfortunately, as with the case with Vanguard: Saga of Heroes, Age of Conan and Warhammer Online, we can see that this has rarely been the case.

In this way, you can imagine the great amount of pleasure I felt when I heard that two of the biggest MMORPGs to hit shelves this year were being delayed by their respective development teams. Netdevil President, Scott Brown, who is in charge of developing the space combat MMORPG Jumpgate Evolution stated, on the website, that their "goal is to make a great and, most of all fun, space combat game. Until we, and you, are happy that the game fully meets all of those requirements we won't release it." Bill Roper, Design Director and Executive Producer of Champions Online also issued a statement last month noting that they were going to delay release of Champions Online by almost two months because he "quickly realized that in order to implement certain features that we all considered important the development of Champions Online would require more time.  So that's what we're going to give it."
At this point, I really have to say that this is a fantastic step forward for the MMORPG industry. Perhaps it's because we've all seen what happens when you listen to deadlines instead of your players, but the sooner we stop reaching for arbitrary deadlines, the sooner gamers like you and I will be confident when purchasing new MMORPGs.

One of my biggest inspirations, when it comes to gaming journalism, Jerry "Tycho" Holkins of Penny Arcade, pointed out a few weeks ago that truly groundbreaking games "arrive on some alien schedule, like comets, governed by whimsy or an inconceivably complicated schema which is indistinguishable from randomness. The end result is that we are given the opportunity to ache for them: two teams are not toiling in parallel to ensure that each holiday deposits an appropriate manifestation in this industry's pagan observance of the Winter Solstice." While this is an observation aimed more at the offline gaming sector, it's not that hard to stretch it to encompass the MMORPG industry. Let's all hope that others will follow Bill Roper and Scott Brown in ensuring that the gaming community is buying a full product and an investment - don't worry, we can wait.

Christopher "Pwyff" Tom
Editor
ZAM.com

Comments

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"finished game" most important
# Jul 01 2009 at 5:27 PM Rating: Decent
It is not because of WoW that mmo's tend to come unfinished it is probably because of development costs as the above poster says. Also, I don't think mmo makers really fear wow, as mmos are still a cashcow even with lowish subcription numbers, so mmo makers are just cashing in and not expecting to "kill" WoW.

Regardless, if devs aim to create a quality mmo having a "finished" game at launch should be the #1 prioriy. mmos are never really finished, but players still expect that certain level of quality when they start playing. How can devs expect to keep players beyond the free trial period with a half a game? An mmos content at release also acts the foundation which the game expands, so if the base game isnt good, added content will likely not be good as well. The mechanics of an mmo for the most part, dont and shouldnt(just look at Star wars galaxies...) stray very drastically from the original game. This keeps the game stable and comfortable for players but also means problems with the core game may never be improved beyond tweaks and "bandaid" content. So more reason to have a quality game from the begining. Patches and expansions are meant to keep players playing and not to complete an incomplete world. And so, an mmo world should be designed from the begining to expand gracefully, allowing an already "complete" virtual world to become even more expansive. It is unrealistic to an mmo to have perfect performance and stability at launch, but the game should be at least playable and clear of most major bugs.

It is one of my hopes that the mmo genre can become more dedicated to quality and fun, similar to single player games.
Devs Need To Stop Fearing WoW
# Jun 24 2009 at 11:57 AM Rating: Decent
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76 posts
If these developers would start making unique and innovative games then they wouldn't have to worry about what WoW does or when they do it. WoW isn't a great game. It's a popular game, but not a great game. It has all of the standard stuff that you would expect in an MMORPG but it doesn't have any unique features to it. Other devs should just focus on making a polished game that is unique and innovative and give people something that WoW doesn't give them instead of doing the exact opposite, giving them even less than what WoW gives them just to be able to launch at a certain time.

If I was a dev then I would want to launch at the same time as a WoW expansion if I knew that my game was polished and had features that WoW didn't have. I would want to go toe to toe with the 800lb gorilla and show everyone exactly what my game has that WoW doesn't. I would use an aggressive marketing campaign that highlights every feature of my game while showing what little you really get with the latest WoW expansion. It wouldn't be as nasty as say a presidential campaign ad but it would still take plenty of shots at WoW. So far everyone else has been afraid to take on WoW. I think that it's time that someone had the guts to go after them.
Development Costs
# Jun 24 2009 at 10:13 AM Rating: Good
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111 posts
I don't know if the reason for pushing out an unfinished product is entirely centered around WoW. That is an interesting theory but I think that the higher development costs of MMOs in general have alot more to do with it than anything else. It takes a huge monetary investment from a company to create an MMO from scratch and the bean counters and board members at the top don't want to wait to start making money back on their investments. Taking a look at the hype that those games had when they were coming out, its not a surprise that some exec somewhere decided to roll the dice and get something out to the market. The sad thing is they didnt do their homework and recognize that it wasnt enough anymore to have just a smooth release. The product actually needed to have some content. People were no longer willing to be patient, especially with alternatives that had already developed a solid core foundation of features such as WoW or FFXI or what have you. You nailed it on the head as to why these games are a failure, but greed, impatience, and stupidity are what caused these companies to make these bad decisions in the first place. In my opinion of course.
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