A few days ago Keen wrote an article asserting that new MMOs should focus on polishing and perfecting their core systems before even thinking of innovating. Although the initial draft of the story was less than clear (and led to some fairly confused comments), Keen has since updated the piece to more thoroughly explain his reasoning.
Keen's core argument is summed up succinctly as:
Games releasing over the next year (many I’m testing and surely many I’m not) do not ensure they have the fundamentals. They’re more concerned with having what it takes to slap on the “MMO” or “FPS” label. They don’t perfect a part of their game that should be perfected; instead they move on with a mediocre foundation. They ignore what worked in the past because they’re afraid of being called the same. They try and change things that are not broken or don’t need to be changed. On top of all of those monumental mistakes they try to innovate and push industry boundaries to boldly go where no game has gone before. The result will be complete failure where it could have been avoided.
While I could quibble with the strange notion that game developers have a fear of being "called the same", I believe that the this entire chain of logic presented by Keen is as seductive as it is negative to the MMO sector.
Now, let me be clear: I believe that it is important to produce a quality game that, as much as possible, perfects it's mechanics and has no glaring flaws. Producing a top notch product is vital, but is utterly independent of whether or not a game introduces any innovation.
If avoiding failure is your only goal, then Keen's reasoning is not so far-fetched. It's hard to argue that taking the safe road and implementing only proven core game mechanics to perfection is a recipe for disaster. Certainly if a game follows the patterns laid out by World of Warcraft, Everquest, and the like then it will find a sustainable number of players and will probably survive (or at least will not be an abject failure)1.
But how many game developers set out to create a mediocre or average offering? And how many players truly want to be force-fed more of the same style of game that most of us have already seen implemented well in World of Warcraft?
Innovation is the lifeblood of the high tech industry, of which game development shops are only a small part. Building unique and interesting systems by drawing upon lessons of the past, new technologies, and creative insights is what drives technology forward. In a world where innovation is discouraged, progress is slowed.
None of this is to say that innovation is without risk - in fact quite the opposite. Every innovative hit that takes the market by storm walks a dangerous path filled with the shattered dreams of failed attempts and ideas that the populace rejected. But without innovation we will never progress.
To be fair, Keen doesn't completely reject the notion of innovating within the MMO industry, he just prioritizes it far below everything else. From his article, here is Keen's MMO development flow chart:
1) Make sure you have the fundamental elements of your game in order. The ABC’s should all be there.
2) Perfect the fundamentals.
3) Use what worked if it will make a difference. Do not toss away the past if it means success today!
4) Don’t fix what isn’t broken. Don’t remake what already works.
5) THEN innovate
Placing innovation dead last and favoring proven systems over novel developments almost entirely precludes meaningful changes to our MMOs. Instead of experimenting with unique core systems, server architectures, or game mechanics the innovations supported by Keen's model take the form of frilly addons. While these can be quite interesting - for example the Public Quest system in WAR - they do not modify the fundamental nature of an MMO, and leave the existing Diku-style game in place.
Game-changing innovations - like EVE's impressive server architecture - could never be attempted by a company too paranoid by the idea of failure to stray from market-tested ideas. Likewise, games like Wizard101, Guild Wars, SW:ToR, or Free Realms would never come to market and serve as test beds for future MMOs. It is important to remember that even if a title does not live up to the high expectations laid out for it by the community and/or publisher that the technology and ideas within it can lay the ground work for a subsequent game, and thus better the genre as a whole.
The next huge success will not be a World of Warcraft clone; Blizzard captured lightning in a bottle in a way that is probably not repeatable and we have to stop using it as a template for the type of game that will be popular with the masses. The next home run MMO will be something that is innovative on a very fundamental level, and opens everyone's eyes to something far more immersive than anything we have today. Count on it.
1 - And before someone points at WoW's incredible market success as the very reason that innovation should be avoided, consider that the reasons behind Blizzard's hit doing so bloody well are not well understood; likely they were in the right place at the right time with the right game.... that's not a feat that's formulaic or repeatable.
10 comments:
I'd definitely agree that WoW's success had more to do with "Right thing, right place, right time" than any particular innovation or whatnot.
WoW did what the Wii did. It captured a market that didn't exist before. It got the gamers, of course, but more importantly for those numbers it got the huge "Casual" crowd, all those people looking for a light, fun, social multiplayer game. WoW made MMO video games fun and most importantly, accessible to the average non-gamer.
It got girlfriends, grandparents, etc - things no video game had managed previously, or at least on that scale.
Remaking WoW in another flavour will not meet with the same success, and there will be no "WoW Killer". From here on, the WoW market will simply fragment between games as more choice becomes available.
As to the referenced post, I can accept that you shouldn't necessarily try to redesign a core component that already works while you're making an otherwise uninnovative game.
However, I strongly, strongly agree with you that innovation is important. And as you said, success or failure of an individual game is necessary to lay the groundwork for future games.
Continuing to make rehashed versions of the same game is never really a winning strategy and never has been. It's a path to stagnation and mediocrity. It's a valid path, and some designers will always take it due to that, but none will ever achieve what Blizzard did.
The industry must keep moving forward, and innovation is necessary for that. I can honestly say, for example, that while I loved warcraft, I can't get into any warcraft style MMO's now. I've tried many, and while they capture me for a brief time, I eventually find myself just doing the same things with different graphics. If I wanted more Warcraft, I'd play more Warcraft.
It's the same in every aspect of the entertainment industry. Formulaic movies, for example, are never really what the original was, and truly successful movies nearly always bring something new to the table(unless they are trading on a massive IP anyways.)
The worst thing that could happen to the game industry, imho, is for developers to take the safe road, to stop innovating. Games would become stagnant, people would stop playing and more importantly, paying, and the whole industry would suffer, removing the opportunity to get the funding to design creatively in the future.
The problem with the idea that Blizzard was "right place at the right time with the right game" is that they have a track record.
Maybe you could say that if WoW was their first product, but it came on the heels of Warcraft, Starcraft and Diablo. It seems disingenuous to ignore that fact that Blizzard always seems to be in the "right place at the right time with the right game". Maybe it's more than coincidence?
I love innovation and I've blogged about it a lot. It's why I admired games like SW:G and Vanguard - maybe they weren't great but at least they tried to do something new and not just play it safe.
Still, I can see Keen's point. I think MMORPG players want innovation but I don't think gamers do and I'd bet that 99% of all the people who play WoW are just normal gamers and have no clue about the MMO industry. I think the next huge success will be the next MMO by Blizzard and I bet it won't be incredibly original or innovative but exceedingly well polished and friendly.
Basically, innovation alone won't save a game from doom is it doesn't have the basics right. However, if they could make a hugely polished game then innovate, we might have something.
Great post :)
Looking at this solely from the MMORPG perspective does taint the logic a bit.
For it to make the most sense you must look at gaming as a whole, and more importantly not look back at the past but what is coming out in Q3/Q4 2009 and 2010.
Obviously there are points in time where innovation was necessary because we had already seen perfection (or as near to it as we were going to get) and it was time to innovate. Right now we're entering an era of helter skelter implementation of game mechanics, features, and design. We don't need innovation on top of that.
Innovation is not a bad thing. Innovation at the wrong time, for the wrong reasons, is a terrible thing.
Blizzard had the right game at the right place at the right time - with the right kind of people already following their games. They brought the Warcraft & starcraft crowd with them into the MMO market, with the right reputation for producing quality games. Then, once it hit "everyone's doing it" status, then everyone else's friends/spouses/children/parents had to come join them....
@lisanna: And all of that means absolutely nothing had their game been a stinker. Let's face it, even Blizzard fans aren't stupid enough to play a bad game.
Blizzard made WoW a game that was good enough for people to try it and tell others.
Something is never greater than the sum of its parts. Blizzard brought all these great things from past MMORPGs that worked already, altered them for mass appeal and their game, and perfected it all together into a polished masterpiece (for 2004). That is why it succeeded.
@Gordon:
"I think MMORPG players want innovation but I don't think gamers do and I'd bet that 99% of all the people who play WoW are just normal gamers and have no clue about the MMO industry."
I've debated this on your site before, but I don't think that the majority of WoW players are "gamers".... they are dedicated WoW players who have ZERO other games on the go.
Anyways, these people don't matter a lick for starting the snowball that eventually leads to avalanche-like success of an MMO. It's the dedicated fans of a genre/IP that get the ball rolling (as Derrick mentions) and then once a critical mass of those players is reached, the masses will follow.
WoW brought a lot of non-MMO players and non-gamers into the genre..... the Next Big Thing (tm) will have to accomplish the same feat, PLUS poach off WoW's success.
"However, if they could make a hugely polished game then innovate, we might have something."
No, no, no. It just does not, and cannot work that way. As I said in my article, you can't just innovate after polishing the main game and add anything to the genre except a little frill. You need to innovate FIRST and then polish that innovation to perfection. The innovation - in order to be meaningful - has to form a core pillar of your game.
@Keen:
"Looking at this solely from the MMORPG perspective does taint the logic a bit. "
Definitely. I was trying to stay fairly general (hence discussing the high tech sector) while drilling down to MMOs as a specific use case since that is the subject matter you discussed in your article. I think my core assertion remains: innovation is (a) crucial, and (b) something that must be designed into an application and not just tacked on.
"Right now we're entering an era of helter skelter implementation of game mechanics, features, and design. We don't need innovation on top of that.
Innovation is not a bad thing. Innovation at the wrong time, for the wrong reasons, is a terrible thing. "
I don't agree with that. There is no wrong time to innovate; if you have a unique idea, then you should make sure that you pursue it (so long as it passes muster with your investors).
There will always be companies happy to copy the existing ideas on the market and try to polish them as much as possible; sometimes these projects will be huge successes, but more often they will wallow in mediocrity. I think we see that in the MMO industry - ignoring WoW, there is very little consumer consensus to what makes a good solid game.
"Something is never greater than the sum of its parts. Blizzard brought all these great things from past MMORPGs that worked already, altered them for mass appeal and their game, and perfected it all together into a polished masterpiece (for 2004). That is why it succeeded. "
The sum is quite often greater than it's parts, and I'd use WoW as the shining example of that. It's a great game to be sure, but is it so great that it deserves to have MILLIONS more subscribers than its closest competitor? No.
I think WoW's success had a lot more to do with the timing of its release, and the core design that allows the game to run on a toaster. But that's just one of a myriad of theories as to why it became such a juggernaut. I'm willing to bet that even Blizzard couldn't decisively say how they came to dominate the market so convincingly.
Andrew is right; if you don't innovate from the start, you really can't: You're locked into the sort of game you've made.
You can add new features, but you cannot significantly change underlying mechanics. Warcraft, for example, could not move away from the "Holy Trinity Design" that it has now, it's just too fundamanetal a design point. Obviously, with Warcraft's success that would be a silly thing to do anyways, but that does NOT mean that an MMO could not be made better with a different model.
(Well, perhaps wow has enough players to do something like that, but it'd still be ridiculously silly)
Player's just won't stand for it - a significant change to underlying mechanics pushes away existing players, endangering the MMO overall. It's extremely important for an MMO to reach and maintain "critical mass" - enough players that the world feels alive and functions properly. Major changes like that seriously endanger MMO's, making current players feel betrayed. Look at what happened to Star Wars with their combat overall etc.
I'll go further. I'll agree, Keen, that genres need to mature to a point of "quasi-perfection" for their style of game. Furthermore, I'll argue that Warcraft has effectively done that. (Yeah, yeah, OMG IT'S TO EASY whatever, they're certainly not hurting for players - the VAST majority of warcraft players prefer how it is now)
Warcraft is to MMO's what Starcraft is to RTS games. There are shinier games; there are even better games. But Warcraft will be renowned worldwide by the masses(read:most people, not gamers) as the best MMO to date - at least the best in it's style (re:holy trinity based PvE focused MMO)
Holy caveats.
I strongly, strongly believe that it's necessary for new MMO's to innovate from the start, because they simply cannot beat Blizzard at Warcraft.
It's a risky proposition to be sure, uncharted territory. But that's the reality.
Good rebuttal. I add my voice to yours.
Keen is either wrong or is suggesting no more than that developers should make good games instead of bad ones.
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