Fallen WoW-killer could rise from the ashes
Posted by: Snafzg On: Jul 02, 2009 at 08:53am
Hey folks. I know I haven't been writing a lot on my personal blog lately. Sorry about that! There are only so many hours in a day and between family, work, play, and my other writing gig, it's been a bit hard to maintain things around here. I'm still searching for that happy medium.

One of the great things about working at Massively is that on top of more traditional news commentary they also want original and interesting features. Many of the best ideas I've had for big posts that could have been written on this blog have actually become posts over at Massively lately. Here's a new one I'd like to share.

http://www.massively.com/2009/07/01/what-audiences-should-mythic-have-targeted-with-warhammer-online/

The basic idea behind it is that I believe WAR really could have done well if they focused entirely on RvR. Unfortunately, putting all their eggs in the RvR basket would have never produced an MMO capable of competing with WoW no matter how good it was (by sub numbers). There simply aren't as many of those kinds of players out there. Instead, Mythic went with the wide-appeal WoW-killer model that tried to perfectly balance PvE and RvR. Unfortunately, trying to please too many people diluted the quality of their feature set because they spread themselves too thin.

I believe WAR can be salvaged in two ways:

- Continue to strive toward the perfect balance of high quality PvE and RvR content (that doesn't mean 50/50 btw). Basically, PvE shouldn't take anything away from the RvR experience and vice versa. Depending on your mood of the evening, you should be able to focus on either aspect of the game (or maybe even both) without feeling like you're missing out. This is the hardest approach

- Totally shun PvE and focus entirely on RvR (i.e., War is everywhere - design the game like a giant WoW PvP server with several refinements). This will totally limit your audience and growth potential, but it will easily make your MMO the most badass PvP/RvR option on the market. Heck, you could even go with a six-way realm WAR model.

In both cases, Mythic should reduce the overall grind so that players don't feel completely locked in to one character. Of course, bugs, performance, blah blah blah need to be fixed too.
11 Comments
44b86ef8d396dd196e5c06c4a8f938f8
Jul 02, 2009
at 09:21am
Well... Many people judge success by the sub numbers.. Do you think that focusing more on the RvR element would increase those numbers?

You answered it already "This will totally limit your audience and growth potential.."..

So the question remains.. is 300k subs a success.. is it enough to pay the bills or make a more focused title with maybe less subs and point out that this is a niche product, but a high quality niche product.

In the way people complain about WAR I don't see a greater scheme how to improve the game without a total makeover... This is something that WAR could need, but would of course not be done. I don't even think that many people want to PvP or RvR in a fun way, other than defining fun by loot and (renown) points... they seek the easy way.. the zerg.. the warcamp-camping waiting for the lock of the zone (with a +renown standard *eyeroll*) .. The latter I actually see often on the server I am playing on and this makes me lose confidence in the gaming community to accept a fun game because of the actions done and not the "numbers" earned.

My disappointment about WAR is only to a small degree because of Mythic's design decision, but mostly of how the players play the game.
97a26c325cc15037525c46f9c899b122
Jul 02, 2009
at 10:02am
That was a good article Snafzg. I agree with most of it, except that Aion will somehow have more meaningful PvP. As far as I can tell, it is going down the same path as WAR.

The whole point of the PvP is to unlock PvE content (when they finally add it). Sound familiar?

There is also no incentive/reward to defend anything, so keep trading is rampant on existing servers. Sound familiar?

And finally the PvP currency is obtainable by purely PvE means in the Abyss.

It is just perplexing while players (not you in particular) think Aion will have the PvP they want. All signs point to it being more RvE than WAR.
5ab8fa4f2d6602c1d4bcfcaf7aede6c4
Jul 02, 2009
at 10:08am
@Werit - Yeah, I'm approaching Aion with a cautious eye. I totally understand where you're coming from, which is why I'm not doing immediate backflips over that game.

That said, I think a lot of WAR players will still give Aion a try (maybe 10%+). How many will stick with it? I'm not quite sure, but I think it will definitely put a dent. Heck, even Darkfall had a temporary affect on WAR when it released and we all know how good that game was/is! :P
3650522fcc4794f5090c034263181c60
Jul 02, 2009
at 12:59pm
I think that Mythic probably should have done more to downplay PVE. It's not the game's greatest strength, and it invited too many unfavorable comparisons with games that focus primarily or exclusively on PVE.
Ed6b8d1d75a0a573c3690c2b50e1d968
Yeebo
Jul 02, 2009
at 01:37pm
The main reason I left WAR was that the PvE bit. Scenarios and RvR were decent fun. However, every time I was forced to do the PvE for an evening the game fell flat on it's face. PQs were fun at launch, but by the second month it was impossible to get a group together for them. As for the rest of the PvE, there are more problems then I care to get into. WAR really has the worst PvE experience you can find among mainstream fantasy MMOs imo.

8730fbe267f0d1c27dcceb87cd41fe46
coppertoppe
Jul 02, 2009
at 02:07pm
"WAR really has the worst PvE experience you can find among mainstream fantasy MMOs imo."

Its really a sad truth.

One of the guildies last nite said he read on the official forums a suggestion to just remove the 'flipping' mechanism of LOTD and just make it a full open RvR/PvE zone. The only thing that changes when one side gets 'ownership' of LOTD is access to the final dungeon. Seems to make sense given how stupid ORvR is right now, as its mostly just ORvE.
Cae25e6a232d5c1f8e1b23bbb587bfdb
Jul 03, 2009
at 10:25am
We are all guilty of expecting the next MMO of absorbing the mistakes of the past and making sure that they don't happen again. That just doesn't happen. People like new shiney toys and when they dull, just wander off onto the next shiney thing.
93fd0287fce2a08ae4fb859e02441020
Jul 03, 2009
at 11:14pm
We're all guilty of assuming the mistakes of past MMO's were mistakes at all. 95% of mistakes in each of our collective minds appeal to someone. Regardless of the marketing Mythic tossed out there, they still attracted PvE'ers that were tired of other PvE type games, and dove in WAR with PvE in mind. If all Mythic had done was add more and more meaningful RvR, the PvE crowd would have left and raised a similar stink about not learning from past mistakes as well.

Damned PvE'ers and their RvE demands.

There's a lot of mechanics in WAR that just simply require PvE to exist. Take the guards and Lords from Keeps/Forts/Cities, and you have entirely undefended objectives. There's no good way around it that would work, and that's not a mistake in my mind. A solution to this has yet to be found, therefore one does not exist. It just cannot be a mistake, merely unfortunate.

I think Nazgum had an idea that was on the right track, further splitting up the consolidation of players to create more competition on smaller scales. A breakdown of the Order and Destruction alliances leading to an all out Race vs Race war would be VERY interesting, though it would break a lot of the existing guilds into hundreds of fragments. It's very unlikely that it would happen a year into the game. Forcing players to disassociate with the groups they've spent the past year would be bad juju.

There needs to be a third faction. It needs to come with fresh faces, and a whole new angle. Mythic had thought about implementing it before, but the Dogs of War as a F2P faction would be the wild card of RvR. I did a full post about it at my blog. If subscription numbers hold steady until September, and there's no further interest in new players paying for the game, this would be a great way to get them into the RvR experience and draw them to the fully paid experience.

http://grimnir.mmofansites.com/posts/1406-let-loose-the-dogs-of-war
A7e36b5c7a43d20386a1773bf267e435
Jul 05, 2009
at 02:50am
A six way realm war server starting fresh with a brand new engine and a redesigned map with truly open world pvp and capturable cities and such would be about the only thing that would bring me back. It's really a shame, there were so many people who really wanted to like this game but just couldn't.
6a5800d0da27e2bbef0e251e06406fed
Dangerzone
Jul 06, 2009
at 01:17am
I don't think "starting over" is a good idea for any game. Shadowbane tried this multiple times and it served to demoralize players. WOW has a better approach: add new content so players forget about the old stuff. WoW today is far different from WoW at release, yet Blizzard has not wiped a server or changed the fundamental game mechanics.

Creating new servers with a specific game mechanic is a poor idea too since this splits the development team into fragments.

The only way to salvage WAR is to release new content in the form of new factions. An expansion with one or even two new factions will revolutionize the game without the stigma of "starting over" or changing the game's fundamentals.
14942db54967144f96181c17aeeb233b
Jul 06, 2009
at 03:23pm
We all know Chaos would crush everyone in a 6 way battle. So it aint going to happen.
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