Hi !
I recently looked into the Top 10 list on MMORPG, where are those next-gen MMORPGs everyone hyped in 2015 ?
Still having GW2 (one of the most boring MMORPG i ever played) on Top 1 and games like ESO in the Top 10, are those the next-gen MMORPGs ?
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Still waiting for a reveal of a EQN-like game that is actually executed well. It had all the right ideas, I was so stoked for it.
I am hoping that Riot is working on something like that or maybe Blizzard or Amazon.
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It all depends on whether you think its a good game or not, and for ESO opinions most definitely vary.
Basically someone has to show that you can make an mmo profitable enough to be interesting to investors and at lower risk (ie not hundreds of millions). And that's really hard right now because the game industry is basically a few large players and a bunch of really small ones, with little to nothing in between. When the middle of the industry comes back, that's when I think mmo's will pick up again.
There is no investment anymore in big new MMORPG's. The new rage is microtransactions/lootcrates in lobby multiplayer shooters or smaller scale survival games.
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I don't really remember much being hyped at all. ESO and FFXIV had already launched. I suppose we had BDO and Blade and Soul about to be released but the hype didn't really extend beyond the existing MMO world and didn't seem focused on them being next-gen. We also still had some EQN hype around that time period, but again, it was still pretty small scale hype.
To the more general question as to why we don't have next-gen MMOs - too much risk.
Publishers simply aren't willing to risk their money on creating a next-gen MMO. They have no model to follow, since everything outside of themeparks has been pretty lacklustre in performance. Even the innovations within the themepark world aren't going down all that well and success seems to come more as a result of the IP than due to any inherent achievement of design.
I mean, there isn't even an off-the-shelf engine you can use to create a proper MMO. Sure, you can use unreal or unity and you can get some networking code so you can make an online game, but it'll still fall over when your playercount reaches 50 or so on screen.....hardly a good starting point for a massively-multiplayer game.
There is still hope though. The last few years have seen the console crowd being prepped for MMOs, both with real MMOs like ESO and FFXIV, as well as almost-MMOs like Destiny and TD. We're not seeing investment drying up there and it wouldn't take much for those devs to start making actual MMOs. We also have the indie scene, which whilst it hasn't managed to provide us with anything concrete yet, we should hopefully starting seeing some games being released over the next few years which some really innovative mechanics. That might be enough to make it easier to get funding for larger projects.
Nobody but small indies without the means are interested in making MMOs now. Well except Amazon, but New World seems more like "just another multiplayer survival game" feature-wise.
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If you manage to have a successful crowdfunding, you now need to build the game based on the promises that you gave everyone, this includes the pie in the sky ideas that most the people who funded became attached to. This now increases the amount of time in development, and thus the money pool drains.
Let's say you have a really solid game created, everything is polished and looking ready for a release. Outside of paying your team, you need servers, a good infrastructure to house things on, constant development of new content, bug fixing, Legal teams, QA, GM's etc.
What I'm trying to get at, is while they are slowly still coming out, MMORPG's are expensive to create and maintain. Your MO(A)RPG that you see coming in constantly are cheaper to develop and cheaper to run (though not by a grand margin).
I suppose the nextgen is to forget about MMORPG, and build other types of online fun games.