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Sunday 18 December 2011

What does the future hold for MMOs?



The MMO market is a fat, over-saturated sloth that occasionally shits out a sparkly golden turd. The late nineties to early 2000s saw an exponential explosion in the massively multiplayer industry, a time when Everquest was at its height and hits like Runescape, Anarchy Online and Dark Age of Camelot were brought to fruition. Fast-forward to 2011 and releases are coming thick and fast with no fewer than 10 launches from western companies and around three times that amount in the east. Where innovation reigned back in 2002, now we're seeing a vast number of clones and sub-par experiences within a turgid vat of blandness. The future seems bleak for the genre. But is it? Here are my predictions for what the future holds for MMOs.



Thou doth 'Like' this game
1. Social will be king

Much like the genre as a whole, the social MMO has inflated massively over the past couple of years. Where PopCap and Zynga were once crowed rulers of the casual game, now they're facing huge cutbacks due to the flooded market. Social gaming has been hit hard, as predicted, and now developers are facing reality through non-rose-tinted glasses. So why will social still be an integral part of the genre's future? After all, things aren't looking good for these developers. It's really the same thing that happens when any innovation comes to pass. People seized the opportunity for targeted gaming, with its promise of big bucks and launched onto the bandwagon en mass. Essentially developers are seeing that X social innovation has done well so they want to emulate its success. Rinse and repeat and what you're left with is a sea of badly planned, poorly produced games. I predict that after being brought back down to earth, developers will actually start thinking of new ways to make social MMOs relevant again. With big names like Square Enix dabbling in the scene, it's only a matter of time before high quality MMOs are coupled with interesting socially targeted aspects. It will be the cull in social gaming that will force innovation.

Blizzard's pocket change
2. No more subscriptions

Whereas once upon a time every MMO was pay-to-play, now developers are realising that they're going to make more cash by creating free-to-play experiences coupled with micro-transactions. When Turbine made The Lord of the Rings Online F2P, it tripled its revenue. More and more games are finding this, from Conan to the soon-to-be-free Star Trek Online. Even World of Warcraft took a step towards the freemium model this summer with its 'free until level 20' initiative. It's understandable that Blizzard is being cautious by dipping only its big hairy toe in the pool. People are still willing to fork out a subscription fee for the most popular MMO in the world, so Blizzard probably fears a nosedive in profits as a result of switching to purely micro-transactions. That being said, I think that it's inevitable that WoW will follow suit eventually because of the stigma that may one day be attached to a subscription-driven MMO.


3. MMORPGs will have increasingly dynamic gameplay

Fetch quests are thankfully going to be a thing of the past. Although they won't disappear entirely, there will be more focus on dynamic event-driven gameplay like Rift introduced and Guild Wars 2 intends to perfect. MMORPG worlds will be moulded by the players themselves and more emphasis will be put on making users feel like they're actually making a difference in the game's story. This leads to more meaningful player-interaction and a bigger sense of accomplishment. Helping save a village from a dragon that can actually destroy that village permanently is much more satisfying than killing five wolves. An evolving, player-oriented history is the sure way to immerse users and make them feel like real heroes.  

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