How come MMOs have never been as popular as they are today?
You do realize that apart from WoW, nobody was even close to touching 1mil active players 10 years ago? Just because WoW lost at least 2/3 of it's playerbase (due to better alternatives) over the years, that doesn't mean that the MMOs are declining. WoW is declining, FFXIV is growing, ESO is growing, and I'm sure many others are doing fine as well.
When MMOs go back to 100k of active players (at best), then by all means talk about the decline of the genre. As for now, we have some MMOs that are supported by several millions of active players.
I get it that some veterans don't like the newer MMOs, but please don't act like the majority doesn't either.
How come MMOs have never been as popular as they are today?
You do realize that apart from WoW, nobody was even close to touching 1mil active players 10 years ago? Just because WoW lost at least 2/3 of it's playerbase (due to better alternatives) over the years, that doesn't mean that the MMOs are declining. WoW is declining, FFXIV is growing, ESO is growing, and I'm sure many others are doing fine as well.
When MMOs go back to 100k of active players (at best), then by all means talk about the decline of the genre. As for now, we have some MMOs that are supported by several millions of active players.
I get it that some veterans don't like the newer MMOs, but please don't act like the majority doesn't either.
Did you even read the article? Just because the genre has tons of customers doesn't mean that it is healthy. McDonalds has billions of customers and their food is generally considered garbage. MMOs are stagnant today, most do not retain customers more than a few months, he explains this quite well.
One person's manifesto doesn't make it so. Sounds more like fake news.
Well, not so much when you're aware of who that "one person" is, and their "manifesto" is derived from knowledge, experience and understanding of the genre from its earliest days, before most of the people on this site even knew such a thing could or did exist.
To be clear, one person actually co-developed one of the first virtual worlds, has and continues to write and educate about them to this day.
The other is a random poster on a gaming forum who thinks it's "hip" to throw terms like "fake news" at opinions they don't like.
It's like a typical movie-goer saying "One person's manifesto doesn't make it so" in response to Steven Spielberg talking about the state of the movie industry, referring to it as "fake news".
Hopefully you can see the chasm of difference between the two, and which side of that chasm you find yourself on.
That said, Richard's "manifesto" is damn insightful and hits many points that even those working in the industry have acknowledged - including key people on WoW.
The poor design philosophy deployed by MMO companies is not to be applauded. They are in a state of decline because they've over-leveraged accessibility at the cost of keeping a consistent long-term playerbase.
In short, they believe it to be more profitable to offer a larger audience a shorter and shallower virtual experience, than it is to provide a more robust and tailored experience for a smaller audience for a longer period of time. This design has been weighed in the balance by big game companies and venture capital firms, and been found wanting. Thus, there are less mainstream games in development.
At this point, it's safe to say that that paradigm is over and the future belongs to games of higher quality for targeted audiences.
Yes its the end of the MMO and I was the first to write an article about it!! Maybe I can circle back around in 10 years and say SEE I TOLD YOU SO! I also made 400 other predictions just in case you know, I was wrong about this one..........
How come MMOs have never been as popular as they are today?
You do realize that apart from WoW, nobody was even close to touching 1mil active players 10 years ago? Just because WoW lost at least 2/3 of it's playerbase (due to better alternatives) over the years, that doesn't mean that the MMOs are declining. WoW is declining, FFXIV is growing, ESO is growing, and I'm sure many others are doing fine as well.
When MMOs go back to 100k of active players (at best), then by all means talk about the decline of the genre. As for now, we have some MMOs that are supported by several millions of active players.
I get it that some veterans don't like the newer MMOs, but please don't act like the majority doesn't either.
Neither ESO nor FFXIV are growing in terms of "active playerbase", over a period of time with constant stream of increasing players.
MMOs today dont experience steady growth, they are in state of continious player decline with bumps in pop during expansions, large patches, and console releases.
So yes ESO console launch had a huge bump in playerbase initially but then you see a gradual decline over time.
Of course these bumps can be HUGE and they often result in a much bigger playerbase (especially when it comes successful console launches)
But again you can only have a console launch ONCE and triple your playerbase, as after that games go back to inevitably bleeding players over time.
So the normal operarional state of MMOs (between updates etc...) is steady population decline
You mean like every game in existence? Literally every game loses most of it's playerbase after a few months, no matter how good is it, or in what genre. The only exception would be probably LoL, however that game is so popular that it's singlehandedly leading esports onwards (for anyone that actually cares about that).
As for ESO, it's active playerbase is actually growing on a year-by-year basis. 2016 was the biggest year ESO has ever had since release, even though the PC release was back in 2014 and Console release back in 2015.
I can't tell you if the DLCs are bringing back the players that left, or if ZOS is constantly bringing in new players. If I had to guess, it's probably a bit of both. Now yes you're right some players will leave in between the DLCs, but when you draw the line at the end of the year, you'll notice that ESO is actually doing better with each year. That's a sign of a growing game, not of one that is declining.
Anyways this topic wasn't to discuss people's different habits than 10-20 years ago. OP claimed that MMOs are declining when in reality stats claim othervise. I'll just leave with this, how many MMOs have sold 5+ million of copies, and who are they? When have they released?
At this point, it's safe to say that that paradigm is over and the future belongs to games of higher quality for targeted audiences.
Such as Pantheon, for example
Until it launches, it remains to be seen what happens. We dont know how polished the game will turn out, or how technically sound the client/server code is. What if it fails to appeal to its target audience?
There are more unknowns with unreleased products that we can even speculate.
If it fails to appeal to its target audience, then that just means they did a poor job on that project. It doesn't mean the over-arching concept is wrong. It means they did a poor job executing it. Someone else could do a better job of it and succeed. A MMORPG lives or dies, succeeds or fails, on the quality of its experience, not the greater ideals behind its development.
People love to point to all the MMOs that fail and say "see... that proves "x-concept" doesn't work", but then ignore all those that do succeed, and have for years now. It's just confirmation bias.
If someone opens a 50s themed burger joint, and they fail horribly and have to go out of business, it doesn't mean "50s themed hamburger joints can't make money". It means their product and/or service wasn't adequate.
No one has to prove that a MMORPG experience such as Bartle describes, or Pantheon seeks to create can work. We already know it can, because it has for over a decade now. Several MMORPGs designed around that "focus on a core player type and don't try to appeal to everyone" approach are still going 10+ years on and, in some cases, still earning a subscription every month.
Do they have massive player bases? No. But again, they don't have to.
Look at Istaria, or Ryzom. Those games are both still running, and are like... a niche within a niche. They have tiny communities compared to other MMOs out there. Yet, they're still going and people are still playing and enjoying them. Who is anyone else to tell them otherwise because "they don't have WoW-like numbers" (as so many love to do)?
Indie devs with small budgets can target a niche audience - this is true. However it remains unknown how succesful this turns out as none of indie MMOs in the works have a released product.
AAA companies are not in the state of decline, look at Blizzard - they have simply adjusted to current mass playerbase - Hearthstone makes a ton more money than WoW, Overwatch also slayed financially
Whats in the state of decline is player interest in MMORPGs- the game devs simply follow market trends
If MMORPGs become the most desired game by the masses, you'd see EVERY major game studio make one.
We sort of did, didnt we? Warcraft became super popular and what followed was company after company make MMORPG's and fail. I guess everyone has their own take on why they all failed, i certainly do. Wrath was the time when (in my opinion) the game started to lose its soul and what i saw was MMO after MMO copying what WoW had become rather than what WoW was. I dont think the genre is dead or in decline (at least not in a numbers sense) as someone said in an earlier post a lot of MMO's these days have a much higher player base than games like EQ and SWG did in their day. Whats been in decline is the quality of the product and as such players are forever hopping from game to game with short attention spans.
You use Blizzard as your example, but didnt they spend millions on developing a new MMO and fail? They wouldnt have gone down that path unless there was still a large demand for quality MMORPG's.
At this point, it's safe to say that that paradigm is over and the future belongs to games of higher quality for targeted audiences.
Such as Pantheon, for example
Until it launches, it remains to be seen what happens. We dont know how polished the game will turn out, or how technically sound the client/server code is. What if it fails to appeal to its target audience?
There are more unknowns with unreleased products that we can even speculate.
The same guy tried to make EQ 2 once already (Vanguard) and failed miserably. If he still thinks that all it takes is to clone EQ with better graphics, he will fail again.
Well he wasn't trying to make EQ2 with Vanguard, because EQ2 already existed, and Vanguard was decidedly different. Vanguard did poorly for reasons that are well documented, and that go far beyond one person's involvement. The fact is, decisions were made that were out of Brad's control. He was partly responsible for VG's state at launch, but not entirely, as so many love to depict it. Again, this is all well documented and readily accessible.
If you think all they're doing is "cloning EQ with better graphics", then you haven't been paying any attention to what Pantheon actually is or what they're creating. Again, it has been explained many times, including by Brad himself, that they are not looking to just recreate EQ with better graphics. All the information is out there, on their site and elsewhere.
I understand there are people in this community who want to see Pantheon crash and burn... But you could at least try being more informed and less disingenuous when you talk about it.
"In the age of information, ignorance is a choice".
You mean like every game in existence? Literally every game loses most of it's playerbase after a few months, no matter how good is it, or in what genre. The only exception would be probably LoL, however that game is so popular that it's singlehandedly leading esports onwards (for anyone that actually cares about that).
This suggests the issue is insurmountable when it's not. Games lose their appeal quickly because they are geared towards making massive short-term profits. When they were given depth and built for longevity, a much greater portion of their audience played them for years at a time.
Even WoW managed to keep an exponentially higher percentage of their audience between expansions for the first 3 years. That's because they modeled it after EQ, to be consumed slower, and as a result every accomplishment felt more significant.
MMORPGs were designed to be long-term endeavors that provide an interactive world for players to inhabit. When that doesn't happen, those worlds become lifeless backdrops.
You mean like every game in existence? Literally every game loses most of it's playerbase after a few months, no matter how good is it, or in what genre. The only exception would be probably LoL, however that game is so popular that it's singlehandedly leading esports onwards (for anyone that actually cares about that).
This suggests the issue is insurmountable when it's not. Games lose their appeal quickly because they are geared towards making massive short-term profits. When they were given depth and built for longevity, a much greater portion of their audience played them for years at a time.
Even WoW managed to keep an exponentially higher percentage of their audience between expansions for the first 3 years. That's because they modeled it after EQ, to be consumed slower, and as a result every accomplishment felt more significant.
MMORPGs were designed to be long-term endeavors that provide an interactive world for players to inhabit. When that doesn't happen, those worlds become lifeless backdrops.
slight correction.
not games
AAA games
indies games of which are rising in popularity do not have this problem and they are part of the 'games' bucket
Please do not respond to me, even if I ask you a question, its rhetorical.
Because no MMO has experienced a steady growth of players since WoW, we could deduce that not retaining customers over time is NORMAL for MMOs, becuase even WoW has been in decline for years now.
The key metric is to look at HOW your average player spends free time today. Does an average player spend all free time playing a sigle game or do they hop games?
What the current trends show is the latter - your average player hops games every 2-6 weeks. So again not retaining players is how its been for years now, so this is the new NORMAL state, and game industry has simply adjusted to new trends.
if player behavior changes in the future so will games
I think it is the other way around, that players adapt to the games. Games like Everquest and to some degree early Wow portioned out the content slowly as you played and people stayed because there were always new places to explore and new things to do.
Today the game throw the content on you and rushes you to max level even if you play very casual. At max level you suddenly already done 90% of the content in ultraspeed, the rest will feel slow and boring after that meaning you'll quit.
People might be in more hurry today and have less tolerance to boredom (I blame smartphones) but that is just a part of the problem, I think the games in themselves creates a lot of it.
Since Bartle wrote his opinion piece we have seen games like swtor, ff14, gw2 and eso continuing to release content. At the same time we have seen korean mmorpg like archeage and black desert having successful launches. The decline people saw happening with swtor turning f2p just never happened.
We did see games that have similarities with mmorpg, a themepark shooter like destiny which will get a sequel and survival sandboxes like dayz, h1z1 and ark: survival evolved just to name a few. Even amazon got on board of developing a game.
I'm not sure why people would want another AAA mmorpg, if you didn't enjoy Rift, Swtor, FF14, GW2 and ESO chances are that you won't enjoy the next AAA budget game anyway. Just because you don't like the existing games doesn't mean that the genre is declining/dying.
Iselin: And the next person who says "but it's a business, they need to make money" can just go fuck yourself.
The decline in the industry can be seen factually by one metric: Realses per year. That has dropped so yes, there is a decline. To an "unacceptable" level? No, not at all but it's a little hard to track these numbers other than revenue (F2P companies tend to just show total registration since release). It is also worth pointing out that those released or due to release in the next month or two will be of the same type of "model" and have a typical "swell and recede" activity after release. The good news is that 2017 in its totality should bring some different models in the realm of MMOs.
In my opinion, Yes, there has been a slight decrease but this is not due to the developer who actually can't capture the essence of MMO's. It's just that there are too many games to choose from there are other genre who are getting most attention from other players. As one of the players I can't stick to one game my whole life. Of course I will try other games like FPS, casual games etc. Not to mention there is a growing number of mobile games in the market.
How come MMOs have never been as popular as they are today?
You do realize that apart from WoW, nobody was even close to touching 1mil active players 10 years ago? Just because WoW lost at least 2/3 of it's playerbase (due to better alternatives) over the years, that doesn't mean that the MMOs are declining. WoW is declining, FFXIV is growing, ESO is growing, and I'm sure many others are doing fine as well.
When MMOs go back to 100k of active players (at best), then by all means talk about the decline of the genre. As for now, we have some MMOs that are supported by several millions of active players.
I get it that some veterans don't like the newer MMOs, but please don't act like the majority doesn't either.
Did you even read the article? Just because the genre has tons of customers doesn't mean that it is healthy. McDonalds has billions of customers and their food is generally considered garbage. MMOs are stagnant today, most do not retain customers more than a few months, he explains this quite well.
Did you just lump McDonalds in and compared it to MMOs? When does it?
How come MMOs have never been as popular as they are today?
You do realize that apart from WoW, nobody was even close to touching 1mil active players 10 years ago? Just because WoW lost at least 2/3 of it's playerbase (due to better alternatives) over the years, that doesn't mean that the MMOs are declining. WoW is declining, FFXIV is growing, ESO is growing, and I'm sure many others are doing fine as well.
When MMOs go back to 100k of active players (at best), then by all means talk about the decline of the genre. As for now, we have some MMOs that are supported by several millions of active players.
I get it that some veterans don't like the newer MMOs, but please don't act like the majority doesn't either.
Did you even read the article? Just because the genre has tons of customers doesn't mean that it is healthy. McDonalds has billions of customers and their food is generally considered garbage. MMOs are stagnant today, most do not retain customers more than a few months, he explains this quite well.
Did you just lump McDonalds in and compared it to MMOs? When does it?
How come MMOs have never been as popular as they are today?
You do realize that apart from WoW, nobody was even close to touching 1mil active players 10 years ago? Just because WoW lost at least 2/3 of it's playerbase (due to better alternatives) over the years, that doesn't mean that the MMOs are declining. WoW is declining, FFXIV is growing, ESO is growing, and I'm sure many others are doing fine as well.
When MMOs go back to 100k of active players (at best), then by all means talk about the decline of the genre. As for now, we have some MMOs that are supported by several millions of active players.
I get it that some veterans don't like the newer MMOs, but please don't act like the majority doesn't either.
Did you even read the article? Just because the genre has tons of customers doesn't mean that it is healthy. McDonalds has billions of customers and their food is generally considered garbage. MMOs are stagnant today, most do not retain customers more than a few months, he explains this quite well.
Did you just lump McDonalds in and compared it to MMOs? When does it?
/facepalm
COMPLETELY depends on the context of the conversation. A little bit more advanced form of understanding but not really
Please do not respond to me, even if I ask you a question, its rhetorical.
How come MMOs have never been as popular as they are today?
You do realize that apart from WoW, nobody was even close to touching 1mil active players 10 years ago? Just because WoW lost at least 2/3 of it's playerbase (due to better alternatives) over the years, that doesn't mean that the MMOs are declining. WoW is declining, FFXIV is growing, ESO is growing, and I'm sure many others are doing fine as well.
When MMOs go back to 100k of active players (at best), then by all means talk about the decline of the genre. As for now, we have some MMOs that are supported by several millions of active players.
I get it that some veterans don't like the newer MMOs, but please don't act like the majority doesn't either.
Did you even read the article? Just because the genre has tons of customers doesn't mean that it is healthy. McDonalds has billions of customers and their food is generally considered garbage. MMOs are stagnant today, most do not retain customers more than a few months, he explains this quite well.
Did you just lump McDonalds in and compared it to MMOs? When does it?
/facepalm
I think the comparison is quite relevant.
Yes. Comparing the nutritional quality of ingested food to an entertainment product when looking at how "healthy" they are is always relevant.
McDonalds may not have healthy food but their market is absolutely healthy.
You can't compare the health of a food to the health of an industry.
Just because you don't like it doesn't mean it is bad.
Comments
You do realize that apart from WoW, nobody was even close to touching 1mil active players 10 years ago? Just because WoW lost at least 2/3 of it's playerbase (due to better alternatives) over the years, that doesn't mean that the MMOs are declining. WoW is declining, FFXIV is growing, ESO is growing, and I'm sure many others are doing fine as well.
When MMOs go back to 100k of active players (at best), then by all means talk about the decline of the genre. As for now, we have some MMOs that are supported by several millions of active players.
I get it that some veterans don't like the newer MMOs, but please don't act like the majority doesn't either.
One person's manifesto doesn't make it so. Sounds more like fake news.
To be clear, one person actually co-developed one of the first virtual worlds, has and continues to write and educate about them to this day.
The other is a random poster on a gaming forum who thinks it's "hip" to throw terms like "fake news" at opinions they don't like.
It's like a typical movie-goer saying "One person's manifesto doesn't make it so" in response to Steven Spielberg talking about the state of the movie industry, referring to it as "fake news".
Hopefully you can see the chasm of difference between the two, and which side of that chasm you find yourself on.
That said, Richard's "manifesto" is damn insightful and hits many points that even those working in the industry have acknowledged - including key people on WoW.
In short, they believe it to be more profitable to offer a larger audience a shorter and shallower virtual experience, than it is to provide a more robust and tailored experience for a smaller audience for a longer period of time. This design has been weighed in the balance by big game companies and venture capital firms, and been found wanting. Thus, there are less mainstream games in development.
At this point, it's safe to say that that paradigm is over and the future belongs to games of higher quality for targeted audiences.
As for ESO, it's active playerbase is actually growing on a year-by-year basis. 2016 was the biggest year ESO has ever had since release, even though the PC release was back in 2014 and Console release back in 2015.
I can't tell you if the DLCs are bringing back the players that left, or if ZOS is constantly bringing in new players. If I had to guess, it's probably a bit of both. Now yes you're right some players will leave in between the DLCs, but when you draw the line at the end of the year, you'll notice that ESO is actually doing better with each year. That's a sign of a growing game, not of one that is declining.
Anyways this topic wasn't to discuss people's different habits than 10-20 years ago. OP claimed that MMOs are declining when in reality stats claim othervise. I'll just leave with this, how many MMOs have sold 5+ million of copies, and who are they? When have they released?
People love to point to all the MMOs that fail and say "see... that proves "x-concept" doesn't work", but then ignore all those that do succeed, and have for years now. It's just confirmation bias.
If someone opens a 50s themed burger joint, and they fail horribly and have to go out of business, it doesn't mean "50s themed hamburger joints can't make money". It means their product and/or service wasn't adequate.
No one has to prove that a MMORPG experience such as Bartle describes, or Pantheon seeks to create can work. We already know it can, because it has for over a decade now. Several MMORPGs designed around that "focus on a core player type and don't try to appeal to everyone" approach are still going 10+ years on and, in some cases, still earning a subscription every month.
Do they have massive player bases? No. But again, they don't have to.
Look at Istaria, or Ryzom. Those games are both still running, and are like... a niche within a niche. They have tiny communities compared to other MMOs out there. Yet, they're still going and people are still playing and enjoying them. Who is anyone else to tell them otherwise because "they don't have WoW-like numbers" (as so many love to do)?
Warcraft became super popular and what followed was company after company make MMORPG's and fail. I guess everyone has their own take on why they all failed, i certainly do. Wrath was the time when (in my opinion) the game started to lose its soul and what i saw was MMO after MMO copying what WoW had become rather than what WoW was.
I dont think the genre is dead or in decline (at least not in a numbers sense) as someone said in an earlier post a lot of MMO's these days have a much higher player base than games like EQ and SWG did in their day. Whats been in decline is the quality of the product and as such players are forever hopping from game to game with short attention spans.
You use Blizzard as your example, but didnt they spend millions on developing a new MMO and fail?
They wouldnt have gone down that path unless there was still a large demand for quality MMORPG's.
If you think all they're doing is "cloning EQ with better graphics", then you haven't been paying any attention to what Pantheon actually is or what they're creating. Again, it has been explained many times, including by Brad himself, that they are not looking to just recreate EQ with better graphics. All the information is out there, on their site and elsewhere.
I understand there are people in this community who want to see Pantheon crash and burn... But you could at least try being more informed and less disingenuous when you talk about it.
"In the age of information, ignorance is a choice".
Even WoW managed to keep an exponentially higher percentage of their audience between expansions for the first 3 years. That's because they modeled it after EQ, to be consumed slower, and as a result every accomplishment felt more significant.
MMORPGs were designed to be long-term endeavors that provide an interactive world for players to inhabit. When that doesn't happen, those worlds become lifeless backdrops.
not games
AAA games
indies games of which are rising in popularity do not have this problem and they are part of the 'games' bucket
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Today the game throw the content on you and rushes you to max level even if you play very casual. At max level you suddenly already done 90% of the content in ultraspeed, the rest will feel slow and boring after that meaning you'll quit.
People might be in more hurry today and have less tolerance to boredom (I blame smartphones) but that is just a part of the problem, I think the games in themselves creates a lot of it.
We did see games that have similarities with mmorpg, a themepark shooter like destiny which will get a sequel and survival sandboxes like dayz, h1z1 and ark: survival evolved just to name a few. Even amazon got on board of developing a game.
I'm not sure why people would want another AAA mmorpg, if you didn't enjoy Rift, Swtor, FF14, GW2 and ESO chances are that you won't enjoy the next AAA budget game anyway. Just because you don't like the existing games doesn't mean that the genre is declining/dying.
A goodly portion left which is what many games were trying to correct.
Both and the ladder indicates the profitability of MMOs. Any smart investors will be looking over revenue numbers in the industry.
/facepalm
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
McDonalds may not have healthy food but their market is absolutely healthy.
You can't compare the health of a food to the health of an industry.