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The more MMOGs that hit the market, the more we will probably see subtle differentiations that will make each MMOG distinct. It isn't going to make sense for many new releases to try and reinvent the wheel. Why bother to make another UO, EQ, or AC?
While some people may argue that "more of the same" is a good thing (probably meaning the same game with a better engine and new content), one of the greatest criticisms I'm seeing lately about new MMOG releases is "it's nothing new". I think that's arguably a valid complaint...why would you want to invest time in a new game if it's the same as the old games?
But I don't think this is largely true. It seems to me that more games are coming to market with subtle differences, or that are moving into a more specialized market. The simple level treadmill, character development, linear-advancement MMOG is not enough to excite the marketplace...you need more than just a new genre or a new world mythology in order to add to this mixture.
I think that some games will try a jack-of-all trades approach, trying to be a generalist rather than a specialist. But by the same token, I think the continued saturation of the market is going to require a more specialized approach.
It's clear that players will accept more than one game subscription at a time, thus it isn't really necessary for a single game to be all things to all people. Having a game with specialized PvP, Crafting, Adventuring, Questing, Realm Combat, or whatever it is that makes sense will probably fare better than a game that tries to overreach its audience.
I'm not sure we are quite there yet. I think there's still more room for a next-generation game that does reach a generalist audience, but I also think there is plenty of room for MMOGs that reach a slightly smaller, but specialized audience.
What think you?
Comments
I think you are pretty much there on this topic. Game industries can no longer count on the fact that there is few other games out there so, this is the best there is right now attitude won't cut it.
Games seem to be slowly targeting specific gaming playstyles more than anything. You can see this in many of the games scedualed for release over the next year or so.
UXO seems to be more of a game in the making for the solo/casual gamer. With many quests, easy to keep in contact and get together with friends. And many other features that make the game easy to jump into and enjoy for a few hours.
While games such as D&L, DE seem to be more based for the hardcore/PvP player. With battles and a bit ore old-school playstyle.
And WoW and EQ2 are kinda generalizing themselves to the entire gaming community.
Horizons, to me anyway, seems to be heavily geard towards the crafting aspect of the game.
(I don't claim to know everything about each of these games, I just have a general idea, so don't curse me if I'm way off on my examples....)
Gaming companies know they will not be able to please everybody so they are going to try and keep one group happy and try and keep them in their game. With so much competition I think we will see better games each geard towards one specific group.
*A game does not rule all other games...espcially if it hasn't been released yet.*
Just to pipe in on this topic,
Personally I've never really thought two MMOs are the same. This is an agrument, as I have found, that many people imploy who have never really looked at the game's concepts. Sure there is similarities among some games but thats always going to be there. Games in the same genre are gonna have similiarities. However alot of the new MMO's coming out have alot of new and interesting ideas; for instance RoTs bloodline system. Many have unique crafting and combat systems. And with the idea of games being too close thats the cycles things go in. Firstly someone develops something big then its cloned a ton until someone else comes out with a new advancement.
- My 2cents
P.S. I do agree with the original poster that MMO are starting to target more specific markets in the MMO arena. Which is to be expected with the maturing of the market.
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