{"id":1434,"date":"2006-07-25T05:27:20","date_gmt":"2006-07-25T12:27:20","guid":{"rendered":""},"modified":"2006-07-25T06:50:59","modified_gmt":"2006-07-25T13:50:59","slug":"","status":"publish","type":"post","link":"https:\/\/cesspit.net\/drupal\/node\/1434\/","title":{"rendered":"Who&#8217;s more nearsighted?"},"content":{"rendered":"<p>I was reading a rant linked by Jeff Freeman and written <a href=\"http:\/\/rubenfield.com\/blog\/2006\/07\/24\/dream-a-big-dream\/\">by Dan Rubenfield<\/a> (who apparently has a long experience in the mmorpg industry and recently left SOE in search of something different). I liked it quite a bit. I agree on most of those premises.<\/p>\n<blockquote><p><i>Dream games. All developers and designers have them.  In fact, everyone has them.<\/p>\n<p>But we never make them. We all want to but don\u2019t have the time or the resources.<\/p>\n<p>So all designers have dream games. We bandy them around but tend not to talk to them while employed as there\u2019s always a fear of \u201closing your idea\u201d to your parent company.<\/i><\/p><\/blockquote>\n<p>Well, I&#8217;m not sure that I understand this. I would love to &#8220;lose my ideas&#8221; to make them possible, myself. In fact I expose them often when I write. So I see that trend described as really counterproductive. Why you should hide your ideas when employed? And what&#8217;s the work about then?<\/p>\n<p>See ideas becoming real should be the most rewarding experience ever. The &#8220;parent company&#8221; is supposed to valorize the people who work within and let them express at their very best. Put them in the condition to do so. If instead the devs shy away it means that something is going really wrong.<\/p>\n<p>Making a mmorpg is about harmonious teamwork. You dedicate yourself to the game and everyone contributes with what he does best. Competition inside the same team is a bad thing. But this is a digression.<\/p>\n<blockquote><p><i>Currently nobody\u2019s making anything new for MMO development. There\u2019s a smattering of small developers pushing the envelope but the majority of the big publishers out there (Except Blizzard) isn\u2019t doing shit.<\/p>\n<p>There\u2019s a palpable sense of fear and terror amongst mmo developers right now. They\u2019re scared shitless of WOW. They see it, believe it\u2019s insurmountable, tuck their tails and go the opposite direction.<\/p>\n<p>What does that mean?<\/p>\n<p>It means you\u2019re going to have company after company fucking around with smalltime, smallscale free products. Myspace Killers, Habbo Killers, Runescape Killers, you name it.<\/p>\n<p>It\u2019s going to be reactive, marketing driven, and for the most part, <u>failure after failure<\/u>.<\/p>\n<p>It\u2019s going to be company after company saying things like \u201cWe\u2019d like to focus on the Casual market instead of the hardcore\u201d.<\/i><\/p><\/blockquote>\n<p>Dan considers the &#8220;casual market&#8221; as a &#8220;null&#8221; one, since it is made by non-gamers who will never really cross the line to become gamers and true supporters of this industry:<\/p>\n<blockquote><p><i>(<a href=\"http:\/\/rubenfield.com\/blog\/2006\/04\/06\/casual-gamer-is-a-myth\/\">about casual gamers<\/a>)<br \/>\n<u>We should figure out how to craft and sell games to the people who legitimize us before dorking around with people who don\u2019t buy or enjoy our products<\/u>.<\/i><\/p><\/blockquote>\n<p>Continuing on the same rant:<\/p>\n<blockquote><p><i>Everyone looks at MMO development as \u201cCompeting\u201d with WOW. And nobody wants to do it. They\u2019d rather scrabble for the detritus that falls from their pockets. They\u2019d rather go for spillover and for some fucked up reason, focus on the Non-Gaming market.<\/p>\n<p>And once again, I ask \u201cWhat The Fuck?\u201d.  <u>We haven\u2019t figured out how to reliably create and sell games to the people who buy games and we\u2019re fucking around trying to sell games to people who don\u2019t even play games<\/u>?<\/i><\/p><\/blockquote>\n<blockquote><p><i>We\u2019re once again not using the strength of the medium, once again not asking the questions that need to be asked.  The people who hold the purse strings aren\u2019t interested. They\u2019ve retreated into their developmental shells in an attempt to go for the \u201cuntapped potential\u201d market.<\/p>\n<p>The thing is, we\u2019ve seen this happen over and over historically. <u>If you single track your product lines like this you\u2019re going to end up fucked<\/u>. You\u2019re might see some short term success but long term you\u2019re going to end up in very bad financial shape.<\/p>\n<p>We\u2019re not in a static environment of game players, game developers, game sales, game platforms. There\u2019s an <u>ever evolving sense of tastes and ever shifting marketplace<\/u>. Our marketing efforts and development dollars tend to use history as the basis for choices. Unfortunately this is only part of the equation.<\/p>\n<p>We should be looking historically as well as looking forward for <u>future trends and desires<\/u>.<\/i><\/p><\/blockquote>\n<p><a href=\"\/drupalx\/node\/1313\">Like I do<\/a>, he hopes for games that expand their sighting, new approaches, different paradigms. The current rules in the market are just consolidated and conventional, but not absolute.<\/p>\n<p>So the market is incredibly malleable. It can be shaped. This is the correct perspective to see it. Hystorical rules are just consequences of what is being made. Different things being made would lead to a different types of market and completely different influences for future products.<\/p>\n<p>It is important to understand the market, but not react to it passively.<\/p>\n<p>The part where I don&#8217;t agree with Dan is where he is over with the analysis and proposes an alternative:<\/p>\n<blockquote><p><i>Everyone\u2019s piling into that rowboat because we\u2019ve convinced ourselves that WOW is insurmountable.<\/p>\n<p>And to a degree we\u2019re right. WOW is not something you can ever compete with. So DON\u2019T.<\/p>\n<p>I will bold this yet again.<\/p>\n<p><b>STOP TRYING TO MAKE THAT SAME FUCKING GAME<\/b>.<\/p>\n<p>Raph  made a comment a few years back that WOW was going to set our industry back 10 years. It wasn\u2019t meant as a derogatory statement about WOW but instead about the reactive, bullshit nature of us.<\/p>\n<p>And you know what? He was right about that too.<\/i><\/p><\/blockquote>\n<p>From there he starts to pitch his own game idea that I want comment (but it&#8217;s good enough).<\/p>\n<p>I don&#8217;t agree with him even if I agree with all the other premises because I see things from a different perspective.<\/p>\n<p>What I strongly believe is quite simple: <u>it is possible to make new and different games IN the &#8220;fantasy genre&#8221;<\/u>.<\/p>\n<p>From a side Dan proposes to start from a different game concept, from the other to push a different pricing model that relies heavily on RMT.<\/p>\n<p>I heartily *hate* the second part for reasons I won&#8217;t explain again (in short: real money should stay OUT of the game, it doesn&#8217;t belong there), while I see the first as not the obligatory solution.<\/p>\n<p>I&#8217;m between those who really dreams and wants completely new and different games. Focusing on the immersion, with a true ongoing, dedicated, passionate development to shape and nourish a *world*, and not bouncing devs and resources between a bunch of mediocre projects or sequels that won&#8217;t leave any sign and will be obsolete and forgotten after a few months or years. Ambitions and myths. Not consumer society.<\/p>\n<p>But I also believe that the &#8220;fantasy genre&#8221; is far from being just WoW. Or pinpointed by it. Different games are possible. And not only possible: successful. And the same for different genres. I would love to design a Space Opera mmorpg, or a steampunk based world (think to Myazaki&#8217;s Nausicaa), but you aren&#8217;t forced to abandon a genre because you blindly believe that nothing else is possible within it.<\/p>\n<p>I just refuse to believe that WoW has now the monopoly of the fantasy genre. And I refuse to accept that you are now forced to make games into different genres if you want to survive.<\/p>\n<p>Hell, even the same Warcraft could be made into completely different games.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I was reading a rant linked by Jeff Freeman and written by Dan Rubenfield (who apparently has a long experience in the mmorpg industry and recently left SOE in search of something different). I liked it quite a bit. I agree on most of those premises. Dream games. All developers and designers have them. In [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[17],"class_list":["post-1434","post","type-post","status-publish","format-standard","hentry","tag-tinfoil_hats"],"_links":{"self":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/1434","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/comments?post=1434"}],"version-history":[{"count":0,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/1434\/revisions"}],"wp:attachment":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/media?parent=1434"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/categories?post=1434"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/tags?post=1434"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}