This is how MMORPGs die

I tried to correct Raph's graph because it doesn't show what actually matters, from my point of view.

Raph's graph isn't supposed to figure out why some players leave the game. It should just compare the volume of content available with the volume of players. And what is relevant in THIS context is the volume of players at the same time. Also because it's what matter to make the game accessible, bring the players together and enjoy the game. Something that is NOT POSSIBLE if all the players are spread thin around a desert.

So yeah, I'm not interested to find out why the players are leaving. Or maybe I am, but I think that another perspective will tell me a lot more about this specific argument.

Following this line of thought, Scott Hartsman wrote a "defense" of level-based games, as it is plausible considering that he is EQ2 producer and he must believe in what he does:

All of that “database deflated” content is called “shared experiences,” and they’re critical to a game’s success in the era in which they’re relevant. In the long run it loses value. That’s a given.

However, it’s absolutely critical to have it there in the short term, in order to get a game to the point where it can actually lose that value. That’s a problem of success. We should be so lucky to have that content beginning to lose its original value. We’ve both seen what happens when games (intentionally or no) appear to assume that success is a foregone conclusion and skip straight to “Aha! It’s going to lose value anyway. We’ll think ahead and not do as much of it in the first place, saving long term pain!” I’ve got all the proof I need to even more firmly believe that it doesn’t work that way if the goal is to satisfy those who enjoy character growth.

Here I believe that the only mistake Raph did in that article is about the title. I don't think he is trying to prove that "levels suck" and that the successful games we have now are crap that shoud be thrown away and replaced. I just believe that he is trying to explore and delve in the mechanics that make levels fun. See their origin, discover their flaws and finding out if this research can open the path to something different that could solve or improve some of these aspects.

It isn't about going "against". It's about creating a debate to use as a source. A source that is useful to improve and explore new possibilities more than rinse and repeat models that are now consolidated and "safe", but that are still problematic. Are there possibilities to do better? Are there better solutions available?

The point isn't about devaluing the current games. The point is perceiving possible developments and use the experience as a ladder to reach something else. It's about taking risk. In this industry it's *fundamental* that the risk is excused and motivated so that it is plausible and justified. This is why it's overdue to analyze the flaws and propose ideas that MUST start from those problems and offer valid answers.

My idea, about what Scott wrote, is that the current level mechanics are killing these games, in the longer term. So an apparent, superficial "lesser issue" is, instead, CRITICAL for the future of an online world.

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Here are my graphic leet skillz:

Now, the first graph represents the situation on a server a few days after the launch. The blue line traces the *activity* on the server in a set moment and not the number of characters created that never come back. In the first weeks all the players are concentrated in the first levels and then slowly decrease. During this phase there's overcrowding and if you were in WoW at launch or at the launch of a brand new server you know how this is absolutely true. Everyone is running around the newbie zones and only a few players that never log out are able to reach an higher level compared to most of the other players.

Do you remember all the queues that lasted for multiple hours during the first days and all the players raging against Blizzard? That wasn't simply the server load, it was because all the players were packed in the newbie zones and the early levels in general. The red line here shows the volume of the content available targeted at those levels. At the beginning of the graph there's more of it to accomodate the number of players, but it's still not enough. There's more of it compared to the mid-levels because each race has its own newbie zone and content.

(the graph still doesn't factor the "time" needed by each level, or the first levels still wouldn't compare with the amount of content in the mid-levels, since each level takes more time and so requires more content available)

The second graph, instead, shows the situation of the server after a few months. Only a few new players are active at the same time and 99% of the game is emptier and lonely even if the game remains hugely successful. There's basically more than enough content for the whole level curve. At the exclusion of the last few levels where all the players start to amass. If you notice, the red line at the end of the graph rises more than the red line of the first graph. This because Blizzard developed and added more "endgame" content. But as you can see, even after this effort, the content is still nowhere enough for the number of players that are hoarding at that end.

And this is why right now we have all the complaints about not enough raid content, or not enough viable progress for casual players after level 60.

Now what even Raph seems to overlook and that from my point of view is the BIGGEST problem, is that the situation shown in the second graph gets worse over time. Till the point it becomes a plague for the whole game. A plague that will just shatter the game in the longer term, creating a number of unsolvable side-effects that will slowly kill the game. Till the point where it will need a replacement because broken beyond repair. As I said the inequality between the content available at the mid-levels and the few players populating those zones is still somewhat bearable and a non-issue in WoW because the game is still hugely successful and, between alts and new players, even the early levels are kept somewhat playable and fun.

But what would happen if the game wasn't a so huge success, and what will happen in the longer term? That the early game will be totally DESERTED. Only a few alts will dot the graph here and there, having an hard time finding someone alive to group with and, maybe, do those instances that were so popular the months before. The consequence of this trend is a recursive aggravation where less and less players enjoy the loliness of the early levels, deserting them even more till they won't become just a lonely "desert", but a swamp that you won't be able to cross anymore.

And here we hit something bigger that was again always overlooked. Why the possibility to solo is considered so fundamental today? There are surely various reasons, but the main one is that the possibility to solo is a somewhat effective antidote to a deserted game. So, even if there aren't enough players or if you cannot play during the peak time, the game remains playable. You won't crash against impassable barriers because the content is still accessible. It's not because playing solo is more fun. It's because, after the gap between the players grew so huge, the solo play becomes the only viable solutions when playing with your friends is not anymore possible because the game put a WALL between you and them.

The huge gap that was created between the veteran players and the new ones will transform into an impassable barrier that will progressively isolate the game and the community (the elitism will to the rest). Slowly killing it in the longer term.

This is how MMORPGs die.

It's true that extended treadmills and character progression are effective mechanics to retain the subscriptions. But it's also true while going in that direction you progressively isolate the game from new players. It's as conservative approach that aims to preserve the current situation as long as possible but that is still cruising toward an unavoidable collapse.

An healthy online world that slowly *grows* instead of slowly collapsing, is one where new and old players are brought together and not cut apart. A type of game where the content is experienced together and brings life to a world, and not burnt and thrown away as junk. The difference between a place where you live and one that you colonize and leech till there's nothing left.

Perfect mirrors of the American capitalism and colonialism.

Re: This is how MMORPGs die

Adding that last line might've sounded good at the time, but it detracts from the overall, and you just *know* that people will focus on that instead of the rest of your article. (As I will now.)

I'd argue that that isn't an America-only trait - humanity in general has a nasty habit of devouring resources heedlessly. See the last few centuries of history (pre-America) for examples.

Re: This is how MMORPGs die

I'm not "blaming" a culture. If that happens, there's a reason.

Games are mirrors of our culture. For example the "football" is the most popular game in America because it's an idealization of the colonialism. There are a bunch of studies over this that I find rather hard to summarize because they aren't my things and my english is bad. I only know some superficial detail that would fail to convince anyone.

For example the whole game of football is made of two moment: progress and depression (The Great Depression). In this game both the public and the athletes reenact the American hystory and its myth of "progress" that is still strong today. In general you don't see complex dynamics, the movement is horizontal and uniform, like the conquest of the west. Or you move forward or you retreat. Progress and depression. The movement is uniform in the same way the railorads were built. without an origin and a destination, they just went on, endlessly and the community moved along with them. It was a front moving to the west, and if things would go wrong you always had somewhere else where to go. The conquest of the West was about the hope of having always a possibility somewhere else. The same that happened with the ghetto-ization (I don't know the term) in the cities. There's always somewhere else where you can go. There's a place for everyone. The America welcomes everyone, is big enough for everyone.

The American culture never searched "politics" (which is still rudimental today) or relationships. The populations had a very hard time to mix together and form relationships. Instead they divided themselves on "types". Right now there are even towns build "on theme", like if you have pets or not. The same with the races, little italy, chinatown. They didn't originally mix, instead they divided themselves. The attrition was always avoided by creating new spaces.

This, for example, didn't happen in Europe where the physical space was already all taken. This is why the politics were more evolved and complex. This is why the relationships between the countries are more intricate. There was no myth of "somewhere else", you couldn't dodge the problems by creating new spaces. So the only way to survive in this context was about the diplomacy. Find compromises, negotiate. It's not a news that this part of the politics is so absolutely lacking in America.

The myth of progress is still strong today and every speech from the president revolves completely about it, along with the idea of "God" and the whole "God bless the America". The predestination to the progress, the belief that, no matter how things will go, the America will always overcome the difficulties and move onward because supported by God. God is the self-legitimation here. The America cannot be wrong because it is lead by God toward the progress. Nothing will ever be able to stop it.

The "celebration" of this idea of progress is the game of Football. And if you study anthropology you'll see how EVERY festivity that involves a community is so insanely complex beyond what happens under everyone's eyes. It's about a culture digesting and mythicizing difficulties and triumphs.

I believe that there are a bunch of bestsellers that should have created a paticular religious belief that is the same of president Bush. And from what I heard is totally focused on the "predestination". (It should start on a plane, with some people disappearing for no apparent reason)

All this is about the dynamics of a culture, the mythicization we live in. Games are strong cultural objects that only mirror what we see outside. Similarly to how the "dreams" are the representation of the reality seen from the unconscious.

But all this is a bit... off topic. And I also don't have the competence to write about. I just know that there's a lot more behind the scenes. Quite fascinating.

Re: This is how MMORPGs die

I must admit, I only skimmed the article, I'm just not in the mood of looking at graphs and trying to plot peoples play time vs thier skill level vs thier level per time increment. Honestly, I don't see MMO's as mathematical equations, I guess I just don't have what it takes to run the financial/business/producer side of things. But I will tell you this, the last 2 paragraphs are spot on. I've quit WoW, over 9 months ago, after co-leading a very succesful raiding guild, 1 of the top Horde guilds on Kel'Thuzad. We started it from scratch, after a few failed guilds rejects basicly banded together. It grew, became a powerhouse. Those where the days. Sadly, I quit because I too, realised that WOW has no end game. Theres plenty to loot/collect, alot more content on the way to do just that, but does it bring anyone together? Not in the slightest. It creates an artificial greed, one that most people that I have played with in other MMO's do not exhibit FOR THE MAJORITY OF THIER PLAYING TIME. Making capped 40 man instances, forced some old and large guilds to physicly split over petty bickering, made other, smaller and tight knit teams HAVE to band with people they most probably didn't like or know JUST to compete. This is not community, this is not friendship, this is capitalism and greed at its worst. Ok maybe not capitalism, but it sure as hell ain't free trade. Everyone wants something ALL THE TIME and that something, for the majority of everyones playing time is Loot. Your WoW PvP analysis is spot on also, the whole Honor system is a failure, the rankings will be a failure, how could Blizzard so screw up "instanced" pvp zones, when a game like DAOC has made them ALMOST flawlessly. Jeez, they really need to learn WHO to copy off.

Re: This is how MMORPGs die

You give me an occasion to save my comments about the guilds :)

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Or how about people getting rejected for shit because they don't have Flowing Thought 15 or some nonsense? Fuck that uber shit.

This is happening already in WoW. Some would say it's because the players decided that themselves, but it's instead the game to impose its mechanics in the longer run (we are at this point now). And it's why the great majority of the "casual guild" have a very short life.

All the high-end guilds right now HAVE TO shape themselves around 40-man raid content. Smaller guilds dissolve or flow into bigger ones because they cannot survive if they cannot support those raids. At the same time the raiding guilds need to close themselves because they cannot support more members than those strictly required for the raid. Right now most of them are in fact closed and joining them would be harder that sneaking in the Pentagon. From interviews in voice chat, to obligatory links to profiles about what your character currently wears. Joining one of them requires more commitment than a REAL JOB.

As I said this brings these communities to isolate themselves, also because the progress in the raid content is only possible if you are able to rinse and repeat it endlessly. If your raid has always different players at each run, you are going to fail big time. This is why all these guilds and the whole endgame is focusing on really stable and reliable groups of "friends" that can progress all at once and why these groups of friends don't welcome any new player if not under very special circumstances.

It's also similar to what happened in FFXI and the concept of "static party" that I NEVER heard in any other game.

It's ABSOLUTELY FALSE that the players shape these games and the communities. It's the game to shape its community.

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