Vetarnias :
I agree with the basic definition, namely, that a virtual world is “a non-real place that exists independent of my imagination”; however, I am not certain why Star Trek Online would qualify, but not Half Life 2. And I suspect it’s not because HL2 is a single-player game; in which case, every game that isn’t an MMO would be excluded.
Better examples of single player virtual worlds may be Elder Scrolls VI: Oblivion or S.T.A.L.K.E.R. This is because they attempt to create a relatively seamless experience of compellingly immersive environments.
However, they lack this fundamental sense of “virtual world” because of one important thing: they’re completely at the mercy of a single player. You can enter cheat codes to muck them up. When you turn the game off, the virtual world ceases to exist. An MMORPG’s virtual world is that much more compelling because it keeps going whether you’re there or not and is adequately distanced from your won computer as to feel outside of your influence.
I remember reading a webcomic about that (on Penny Arcade, I think), where a jaded old player takes another enthusiastic old player on a tour to see the villain they’d killed long ago, perpetually respawned, still dispensing quests to newbies.
This one point alone is a good sign in just how poorly virtual worlds have progressed on the mainstream. It’s not like it would be hard to develop a dynamic content system that repopulates itself. Tabula Rasa had bases that NPCs would invade and take over (a pity they ignored this unique feature and decided to try to turn their game into WoW with a procession of quests). Even DAoC or WAR’s exchange of bases in player PvP could be looked as performing most of the work involved in this. EverQuest 2 has a desert city (buried beneath far too much expansions) in which players could change who owns it based on the dominant faction. It’s not an impossible mechanic, it just hasn’t been given the primary focus a virtual world deserves.
schild :
I can’t edit my post Apologies for typos.
I’m surprised to hear this from a fellow who runs a forum in which surgically removed my edit button and then gave me shit whenever I complained about it.
Geldon, you do have this uncanny ability for spurring me into one of those walls of text for which I have become infamous.
Very well, I’m prepared to drop the contention that a single-player game world can be a “virtual world”, as it ceases to exist the moment you stop playing. However, this being done, we must also consider why Mr. Koster wrote “worlds ranging from a detailed simulation as in Half-Life 2, or even a local Renaissance Faire, do not provide that sense” (of still existing while you’re not there). Half-Life 2, that’s understandable, but a Renaissance Faire? Perhaps the reason Mr. Koster mentioned it is because Renaissance Faires (based on what I’ve seen of them) are really just excuses for hawking overpriced crafts, with otherwise little attempts at replicating a Renaissance atmosphere; but while they go on, it hardly matters whether you attend or not.
But would, say, live-action role-playing qualify? I did a bit of that in my day, and the better ones I’ve seen had extensive world background that went beyond what players would need: an intricate political system with numerous details of court hierarchy, and so on, even though the action would invariably be located in a backwater far from any seat of power. The very best ones would occasionally grab some trivia from their lengthy background and make it a matter of just below life-or-death. But I don’t think you could ever get the impression that the world exists permanently, or even that it goes on without you (unless you simply miss a LARP event); yet I would without hesitation call such a world a “virtual world”.
If all it takes for a virtual world is a shared reality, why couldn’t it be extended to everything from a D&D tabletop setting to, yes, even a board game? It probably wouldn’t work for Monopoly, as you don’t really have much beyond the street names that point (in the American edition) in the direction of Atlantic City, but what about Boddy Mansion as a virtual world? Can’t you just picture Colonel Mustard seated upright in a red-velvet armchair, twisting the tip of his mustache as he delivers a rambling reminiscence of his time in India?
Also, why should World of Warcraft be a virtual world while any single-player game played in multiplayer would not? Overall, with the exception of the economy (which even then is just rubbish in WoW’s case), there is no difference between getting five of your friends to run through a dungeon in any single-player game that offers this option and doing the same in WoW. In which case, WoW’s world fails as a virtual world, not because it does not carry on while you don’t play, but because nothing the players do can budge it.
There was a rather infamous episode in WoW’s history where the Something Awful members on one server kidnapped one of the opposite faction’s flight masters by kiting him and tried to ransom him off. Typical Goonery, but reports from the event stated that it threw the game in a state of chaos that both sides ended up enjoying. Blizzard’s reaction? Killed off the flight master so it could respawn. It screamed of “It’s our show, and script deviations won’t be permitted. Now move along.” Authority is restored. Life goes on. In the World of Warcraft, nothing will or must change. That’s not a virtual world; it’s every bit the “theme park” used by WoW’s detractors. And it’s uncharitable to games that actually seek to be a virtual world to use WoW as a point of comparison.
That’s why I think the ability of players to change certain aspects of the world more or less permanently ought to be paramount in the consideration of what constitutes a virtual world. The best LARPs I attended, to return to that, were precisely those that at least maintained an illusion that what players did could affect the story line, as opposed to those which sought to railroad players down a path written out in advance (I’ve even seen cases of player retaliation against that, actively seeking to wreck the story as a result). Sure, set guidelines, write out what is and isn’t allowed, and keep an eye on things. But don’t start playing God by (to use the expression of a former DM of mine who ostensibly watched too many cartoons as a kid) dropping anvils on everyone when things don’t go your way. (At the same time, it shouldn’t be an endorsement to be a proactive d*ck; don’t try to bring all matters to a head by setting one camp against the other on purpose, or smarmily build your ad campaigns around the hijinks of your players (EVE Online). I’ve seen too much of that already.)
What is interesting is that true virtual worlds are being abandoned by the mainstream, with WoW, as usual, leading the way. I can’t really find a different approach in Conan, even though it was a far more cohesive world, or in Warhammer Online, or in Pirates of the Burning Sea, all more or less “mainstream” or “niche-mainstream” (PotBS, after all, was picked up by Sony). All overly instanced; instancing alone is the death knell of any virtual world, by preventing malleability, by making sure that not everyone, but just a select group, can experience the same reality at the same time on the same server. Hence you get “epic” quests that don’t really deliver, because the player ten levels below you must be provided with the opportunity to behave as epically when he has leveled up. Everybody must be a hero these days; understandable, but also not conducive to the building of virtual worlds.
However, I don’t think Facebook gaming is the salvation. Instead, I find interesting stuff coming from “independent” developers. I left Wurm Online a while ago, but I was impressed by players’ ability to terraform the landscape, to build entire villages on ledges against cliffs, and so on. Likewise, Haven & Hearth (still in beta, unfortunately a griefers’ paradise these days) leaves you free to settle where you want. And I’m curious about Dawntide as well, even though it’s in closed beta.
What is also interesting, and I’m wondering whether there’s anything to it, is that all of these independent games I mentioned are from Scandinavia — which, for that matter, is also the case for Mortal Online, EVE (if you extend Scandinavia to Iceland), and even Darkfall in its early days. All of which are games which, despite their differences (Wurm’s free server has no PvP, while EVE has PvP everywhere; and so on) have been called “sandboxes” at least once.
Perhaps the time has come, as with “Korean games”, to find definitions for “American games”, and so on. Increasingly, I find that “American games” means shallow, superficial, appealing to the lowest common denominator, usually through well-known franchises. If the focus is entirely American (like your damn debate over health care, regardless of what the rest of the world has achieved while your insurance companies fattened their wallets), then Facebook might well appear as the messiah of virtual worlds. But I doubt it, very much.
Vetarnias :
Geldon, you do have this uncanny ability for spurring me into one of those walls of text for which I have become infamous.
Hopefully you mean that in a good way.
Very well, I’m prepared to drop the contention that a single-player game world can be a “virtual world”, as it ceases to exist the moment you stop playing. However[...]
Not to be too damn condescending (it’s practically all I do these days) but, while what does or does not qualify as a virtual world could be a fertile ground for argument, I really don’t want to participate in one.
The reason being that a label, such as “virtual world,” should be a tool to help convey an idea, and nothing more. At the point where we begin arguing what belongs under that label, we’ve become trapped at the mercy of the tool.
I use the term along the very specific context of what a person looking to create a digitally-realized (virtual) stand-alone environment (world) would use it.
You can find other contexts in which the label might work. It’s not that hard to rationalize nearly anything beneath a label. However, it’s a fruitless endeavor in that pushing redefining the label merely causes you to break it’s capability of communicating in the way originally intended by the speaker.
There was a rather infamous episode in WoW’s history where the Something Awful members on one server kidnapped one of the opposite faction’s flight masters by kiting him and tried to ransom him off. Typical Goonery, but reports from the event stated that it threw the game in a state of chaos that both sides ended up enjoying. Blizzard’s reaction? Killed off the flight master so it could respawn. It screamed of “It’s our show, and script deviations won’t be permitted. Now move along.” Authority is restored. Life goes on. In the World of Warcraft, nothing will or must change. That’s not a virtual world; it’s every bit the “theme park” used by WoW’s detractors. And it’s uncharitable to games that actually seek to be a virtual world to use WoW as a point of comparison.
Like most of Blizzard’s games, World of Warcraft is very much a model of a perfect, properly streamlined example of games other people worked out the details of in advance. As such, I really would not expect them to understand the trouble you’re getting at here.
Players kiting around vital mobs and holding them for ransom, only to have a GM move in and kill that mob and allow it to respawn, is EverQuest 101. Probably Meridian 59 101. No, they probably did this as far back as text based MUDs.
The ultimate problem is that the game really wasn’t developed to handle that eventuality. Those mobs are intended by the developers to be available at all times. Not because it’s innovative or virtual worldly, but rather because it’s the easy solution to making the functions those mobs represent accessible to all appropriate players.
“Perhaps the time has come, as with “Korean games”, to find definitions for “American games”, and so on. Increasingly, I find that “American games” means shallow, superficial, appealing to the lowest common denominator, usually through well-known franchises. If the focus is entirely American (like your damn debate over health care, regardless of what the rest of the world has achieved while your insurance companies fattened their wallets), then Facebook might well appear as the messiah of virtual worlds. But I doubt it, very much.”
Wow, America bashing. Because no American game developers make deep, high quality games, eh?
I know it is trendy to bash Zynga. If Zynga bothers you a lot, then take a look at companies like PopCap or Big Fish. You will find an emerging trend in game development that includes genuinely good game design (not in every game of course, but in many). Has anyone here played Plants vs. Zombies? That is a BRILLIANT game. Yes, it isn’t a virtual world by any stretch of the imagination, but I see a lot of casual game bashing here that seems to ignore the fact that there are casual game companies that ARE good at the game design part of their jobs as well. So there is no reason to just decide right now that the casual online/multiplayer gaming market is just going to be Zynga and perhaps 1 or 2 other shovelware clone companies.
Wow, America bashing. Because no American game developers make deep, high quality games, eh?
I have to chime in that I’m actually on the side of finding American games have largely gone for the easy cash grab as well. However, lets not be so kneejerk as to imply that this means 100% of American game developers. Braid was made by an American developer, for example.
Personally (at the risk of hijacking this comment thread more than it already has been) I blame the prevalence of piracy on the PC platform. About 9 out of 10 people are stealing their games. How many of those 9 out of 10 would have actually bought those games if they weren’t able to pirate them? Nobody knows. However, if I’m expecting to take up to a 90% profit loss, it seems reasonable enough that I’m going to try targeting a huge audience to make up for it. It would also help if they’re too computer naive to know how to pirate.
Although the far more popular approach appears to be to either leave the PC platform entirely or find some alternate way to make money from your game other than one that requires the customer actually buying the software.
I’m sorry, but I find as much or more “cash grab” schlock from the Korean grinders and the Eastern European/Russian 90s throwbacks.
Piracy has absolutely nothing to do with this. You can read pretty much any book you could possibly want for free from your local library, and yet books still make money – lots of it. Furthermore, what are the piracy issues related to online games of any sort? It is nearly non-existent.
The CoD/MW franchise has made billions of dollars now. And what about Guitar Hero and its ilk. Sorry, there is still a freakishly huge amount of money being made. Piracy isn’t stopping that.
Yes, there are still worthy American games. But I’m seeing nothing, nothing, of interest coming from Electronic Arts or Ubisoft and all the others. Just high-end graphical candy.
““cash grab” schlock from the Korean grinders and the Eastern European/Russian 90s throwbacks.”
Oh yeah; even more amazing is that they do it openly. Allods Online and such. And the Korean grindfests, tell me about it: I’ve returned to Navy Field for a while, and it’s precisely that, now that I’ve hit the grinding spot between a light cruiser and the next class ship. However, what they don’t do is to milk every little franchise in their portfolio to death with three times the number of sequels people would really like to see. Americans like numerals after titles.
Not sure if piracy plays a role. More DRM, on the other hand, just annoys customers, when it isn’t downright abusive.
Piracy has absolutely nothing to do with this. You can read pretty much any book you could possibly want for free from your local library, and yet books still make money – lots of it.
Do I really need to poke the obvious holes in that for you? Well, I’m not going to, that’s less a real argument and more a declaration that you’ve cranked your stubbornness dial to 11 on the matter.
But I will go so far as to say that piracy is a novel thing to blame for the games going overly casual. I’m really more on the side of saying it may have been a contributing factor that is making things worse-than-usual on the PC platform in particular. The more universal factor that pushes for more casual games is simply knowing there’s a whole lot more dosh to be made servicing a a wide body of gaming newbs than there is a small niche of gaming veterans.
Although, I am hearing a lot of talking heads these days saying that going casual has backfired. Nintendo went that way and is now regretting it. The trouble with making your games deliberately simple so first timers can pick them up is you’re left in the lurch when it comes time to deliver a follow-up product (or, in the case of MMORPGs, any kind of lasting appeal). Not even a gaming newb finds being spoon fed for an extended period of time to be all that entertaining. On top of that, those who prefer not to play games can’t be expected to be regular customers.
As the easy cash grab is becoming a whole lot less successful than it once seemed, it’s seeming like reducing attention on the core audience of gaming may well have been akin to killing the goose that was laying the golden eggs. Just how many hundreds of thousands of gamers might have given up the habit because they simply couldn’t find games that entertained them anymore?
And the Korean grindfests, tell me about it
One thing I’ll say about Korean grindfests: they’re not casual friendly games.
I believe a lot of these eastern MMORPGs work the way they do because they were developed under a different mindset. In the West, we tend to prize individuality more, and consequently we demand more ways in which our characters can personally excel. In the East, there’s generally a more communal mindset, and consequently shallow gameplay of the individual play experience is just fine because they’re really more interested in working together.
So I don’t knock Korean grindfests. They work great for their original demographic. There’s dozens of Eastern MMORPGs that have several times more players than World of Warcraft ever did.
Actually, when I ran into Dragonica Online, it actually caused me to feel that Western MMORPG developers are really far behind the curve. A full action platform RPG game, very well realized and stable, with visceral action and properly balanced instancing, an effective item economy… well, the other game I was playing at the time was Cryptic Studios’ Champions Online and I had to face facts: I actually found the Korean grind more entertaining even on the individual gameplay level. It’s not a good sign for Western MMORPG developers when we’re beaten at our own cultural specialty.
I believe a lot of these eastern MMORPGs work the way they do because they were developed under a different mindset. In the West, we tend to prize individuality more, and consequently we demand more ways in which our characters can personally excel. In the East, there’s generally a more communal mindset, and consequently shallow gameplay of the individual play experience is just fine because they’re really more interested in working together.
And against one another, too; especially that, I’d think. Group together to beat the hell out of the other guys. I can’t forget how the main demographic in Shadowbane, when it was free to play, came from China. They were on record as having wrecked three servers by steamrolling across them, which led to some pretty nasty stuff on the servers that remained competitive.
I think we should start seperating ‘video games’ from ‘software toys.’ Toys R Us sold Barbie dolls and Chess sets, but no one ever conflated the two as having any kind of relation to one another.
I’ve been beating this drum for the past week or so, and i think i finally figured out the best way to explain the whole facebook games issue.
i’m going to post this comment on various forums and blogs i’ve been following where this topic has come up. so don’t be suprised if you see this exact comment somewhere else on the web… this is a fairly long post so bear with me.
the key issue that a lot of pro-facebook individuals are overlooking is the fact that facebook games are INFERIOR goods, therefor the common thinking that an increase in quality leads to an increased demand is simply not true. inferior goods behave the exact opposite.
In consumer theory, an inferior good is “a good that decreases in demand when consumer income rises, unlike normal goods, for which the opposite is observed. Normal goods are those for which consumers’ demand increases when their income increases.”
lets use an inferior good that most people can relate to, Ramen Noodles. i love Ramen Noodles, as a college student i can’t tell you how awesome Ramen Noodles are… but, as soon as i start making enough money to afford something better, i’ll gladly never taste another Ramen Noodle again.
Like Ramen Noodles, facebook games are only going to be consumed when we can’t afford anything better (in this case the cost is time and energy). so we’re only going to play facebook games when we don’t have enough time or energy to do something better… as soon as we have more time and energy available to us, we will stop playing facebook games and move on to other “better” games. (just like how we only purchase Ramen when we can’t afford something better, and as soon as we can afford something better, we stop buying Ramen.)
it’s the same as if you went to a store and there was the regular old Ramen, and sitting next to it on the shelf was a New and Improved Ramen… regular Ramen is 15 cents a package, while the New Ramen is 25 cents a package… which one are you going to buy?
well the fact that you’re in the market for Ramen means that the most important thing to you is COST (lowest time and energy investment).. so you’re going to buy the cheapest product, quality doesn’t matter to you. (otherwise you would have headed for the steaks instead of the ramen)
quality games require a time and energy investment not found in facebook games… and it’s this lack of investment that makes facebook games appealing… as soon as you cross that threshold into a “good” game, then the cost (time and energy) required to participate in the “good” game becomes too high, and the demand for that game will drop off… because once a game becomes “good” then it is a NORMAL good, and facebook users cannot afford normal goods… they don’t have enough time or energy.
facebook games are inferior goods… “good” games are normal goods. facebook users WANT inferior goods because it suits their playstyle and it’s all they can afford… normal goods will not perform as well because facebook users simply cannot afford them… it’s like trying to sell a steak to a poor person who only makes $1 a week, he can either buy an extremely tiny steak that would last him less than a day, and he’d go hungry the other 6… or he can buy a week’s supply of ramen… which would you choose?
i’m not saying you won’t see good games on facebook, but good games won’t benefit anything by being on facebook.
besides, would you really rather log into facebook to play civilization? and deal with all the extra crap that facebook brings? or would you rather play the game like normal, but have an app that connects the game and facebook?
personally i’d rather have the regular game, and then an app that automatically searches my facebook for friends that also have the game, and then adds them to my in-game friends list. then i can easily interact with my friends in-game, but i don’t have to deal with all the ads, spam, random messages, that i’d have to put up with if the whole game was played through facebook. also an app could be like the PSN app that shows what you download from PSN in your facebook feed.. so in this way you could easily share your accomplishments in-game with your facebook friends, without all the intrusive facebook stuff… i see more benefits in keeping the game and facebook at arm’s length, than you could get by tightly integrating them.
do you really want your civilization gaming to be interrupted by random friends telling you about the awesome party they went to last night? do you really want pop ups notifying you of all the farmville gifts you just got intruding on your gameplay? do you really want ads in the sidebar distracting you from your gaming? or even worse, ads IN the game itself?
all of the above things are what make facebook games successful. these things are fine when you’re playing something with little to no gameplay, like Farmville, but when the gameplay becomes more engaging and more interesting, and requires more of your attention, like Civilization, are you really going to put up with all this extra crap distracting you from the “good” gameplay.
basically what i’m trying to say is that facebook is a platform for inferior goods, not normal goods… so the thinking that higher quality leads to higher demand, which is generally true for normal goods.. is not true for inferior goods and therefor facebook.
i hope this makes sense, it’s the best explanation i could come up with.
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Better examples of single player virtual worlds may be Elder Scrolls VI: Oblivion or S.T.A.L.K.E.R. This is because they attempt to create a relatively seamless experience of compellingly immersive environments.
However, they lack this fundamental sense of “virtual world” because of one important thing: they’re completely at the mercy of a single player. You can enter cheat codes to muck them up. When you turn the game off, the virtual world ceases to exist. An MMORPG’s virtual world is that much more compelling because it keeps going whether you’re there or not and is adequately distanced from your won computer as to feel outside of your influence.
This one point alone is a good sign in just how poorly virtual worlds have progressed on the mainstream. It’s not like it would be hard to develop a dynamic content system that repopulates itself. Tabula Rasa had bases that NPCs would invade and take over (a pity they ignored this unique feature and decided to try to turn their game into WoW with a procession of quests). Even DAoC or WAR’s exchange of bases in player PvP could be looked as performing most of the work involved in this. EverQuest 2 has a desert city (buried beneath far too much expansions) in which players could change who owns it based on the dominant faction. It’s not an impossible mechanic, it just hasn’t been given the primary focus a virtual world deserves.
I’m surprised to hear this from a fellow who runs a forum in which surgically removed my edit button and then gave me shit whenever I complained about it.
I wrote a blog post on all of this. http://www.raphkoster.com/2010/03/18/what-core-gamers-should-know-about-social-games/
Geldon, you do have this uncanny ability for spurring me into one of those walls of text for which I have become infamous.
Very well, I’m prepared to drop the contention that a single-player game world can be a “virtual world”, as it ceases to exist the moment you stop playing. However, this being done, we must also consider why Mr. Koster wrote “worlds ranging from a detailed simulation as in Half-Life 2, or even a local Renaissance Faire, do not provide that sense” (of still existing while you’re not there). Half-Life 2, that’s understandable, but a Renaissance Faire? Perhaps the reason Mr. Koster mentioned it is because Renaissance Faires (based on what I’ve seen of them) are really just excuses for hawking overpriced crafts, with otherwise little attempts at replicating a Renaissance atmosphere; but while they go on, it hardly matters whether you attend or not.
But would, say, live-action role-playing qualify? I did a bit of that in my day, and the better ones I’ve seen had extensive world background that went beyond what players would need: an intricate political system with numerous details of court hierarchy, and so on, even though the action would invariably be located in a backwater far from any seat of power. The very best ones would occasionally grab some trivia from their lengthy background and make it a matter of just below life-or-death. But I don’t think you could ever get the impression that the world exists permanently, or even that it goes on without you (unless you simply miss a LARP event); yet I would without hesitation call such a world a “virtual world”.
If all it takes for a virtual world is a shared reality, why couldn’t it be extended to everything from a D&D tabletop setting to, yes, even a board game? It probably wouldn’t work for Monopoly, as you don’t really have much beyond the street names that point (in the American edition) in the direction of Atlantic City, but what about Boddy Mansion as a virtual world? Can’t you just picture Colonel Mustard seated upright in a red-velvet armchair, twisting the tip of his mustache as he delivers a rambling reminiscence of his time in India?
Also, why should World of Warcraft be a virtual world while any single-player game played in multiplayer would not? Overall, with the exception of the economy (which even then is just rubbish in WoW’s case), there is no difference between getting five of your friends to run through a dungeon in any single-player game that offers this option and doing the same in WoW. In which case, WoW’s world fails as a virtual world, not because it does not carry on while you don’t play, but because nothing the players do can budge it.
There was a rather infamous episode in WoW’s history where the Something Awful members on one server kidnapped one of the opposite faction’s flight masters by kiting him and tried to ransom him off. Typical Goonery, but reports from the event stated that it threw the game in a state of chaos that both sides ended up enjoying. Blizzard’s reaction? Killed off the flight master so it could respawn. It screamed of “It’s our show, and script deviations won’t be permitted. Now move along.” Authority is restored. Life goes on. In the World of Warcraft, nothing will or must change. That’s not a virtual world; it’s every bit the “theme park” used by WoW’s detractors. And it’s uncharitable to games that actually seek to be a virtual world to use WoW as a point of comparison.
That’s why I think the ability of players to change certain aspects of the world more or less permanently ought to be paramount in the consideration of what constitutes a virtual world. The best LARPs I attended, to return to that, were precisely those that at least maintained an illusion that what players did could affect the story line, as opposed to those which sought to railroad players down a path written out in advance (I’ve even seen cases of player retaliation against that, actively seeking to wreck the story as a result). Sure, set guidelines, write out what is and isn’t allowed, and keep an eye on things. But don’t start playing God by (to use the expression of a former DM of mine who ostensibly watched too many cartoons as a kid) dropping anvils on everyone when things don’t go your way. (At the same time, it shouldn’t be an endorsement to be a proactive d*ck; don’t try to bring all matters to a head by setting one camp against the other on purpose, or smarmily build your ad campaigns around the hijinks of your players (EVE Online). I’ve seen too much of that already.)
What is interesting is that true virtual worlds are being abandoned by the mainstream, with WoW, as usual, leading the way. I can’t really find a different approach in Conan, even though it was a far more cohesive world, or in Warhammer Online, or in Pirates of the Burning Sea, all more or less “mainstream” or “niche-mainstream” (PotBS, after all, was picked up by Sony). All overly instanced; instancing alone is the death knell of any virtual world, by preventing malleability, by making sure that not everyone, but just a select group, can experience the same reality at the same time on the same server. Hence you get “epic” quests that don’t really deliver, because the player ten levels below you must be provided with the opportunity to behave as epically when he has leveled up. Everybody must be a hero these days; understandable, but also not conducive to the building of virtual worlds.
However, I don’t think Facebook gaming is the salvation. Instead, I find interesting stuff coming from “independent” developers. I left Wurm Online a while ago, but I was impressed by players’ ability to terraform the landscape, to build entire villages on ledges against cliffs, and so on. Likewise, Haven & Hearth (still in beta, unfortunately a griefers’ paradise these days) leaves you free to settle where you want. And I’m curious about Dawntide as well, even though it’s in closed beta.
What is also interesting, and I’m wondering whether there’s anything to it, is that all of these independent games I mentioned are from Scandinavia — which, for that matter, is also the case for Mortal Online, EVE (if you extend Scandinavia to Iceland), and even Darkfall in its early days. All of which are games which, despite their differences (Wurm’s free server has no PvP, while EVE has PvP everywhere; and so on) have been called “sandboxes” at least once.
Perhaps the time has come, as with “Korean games”, to find definitions for “American games”, and so on. Increasingly, I find that “American games” means shallow, superficial, appealing to the lowest common denominator, usually through well-known franchises. If the focus is entirely American (like your damn debate over health care, regardless of what the rest of the world has achieved while your insurance companies fattened their wallets), then Facebook might well appear as the messiah of virtual worlds. But I doubt it, very much.
“Perhaps the time has come, as with “Korean games”, to find definitions for “American games”, and so on. Increasingly, I find that “American games” means shallow, superficial, appealing to the lowest common denominator, usually through well-known franchises. If the focus is entirely American (like your damn debate over health care, regardless of what the rest of the world has achieved while your insurance companies fattened their wallets), then Facebook might well appear as the messiah of virtual worlds. But I doubt it, very much.”
– quoted for truth.
Wow, America bashing. Because no American game developers make deep, high quality games, eh?
I know it is trendy to bash Zynga. If Zynga bothers you a lot, then take a look at companies like PopCap or Big Fish. You will find an emerging trend in game development that includes genuinely good game design (not in every game of course, but in many). Has anyone here played Plants vs. Zombies? That is a BRILLIANT game. Yes, it isn’t a virtual world by any stretch of the imagination, but I see a lot of casual game bashing here that seems to ignore the fact that there are casual game companies that ARE good at the game design part of their jobs as well. So there is no reason to just decide right now that the casual online/multiplayer gaming market is just going to be Zynga and perhaps 1 or 2 other shovelware clone companies.
I expounded on that opinion here:
http://www.frogdice.com/muckbeast/arrogance/are-zyngafarmville-types-games-damaging-the-market.html
My thoughts are far too spammy to post here.
I have to chime in that I’m actually on the side of finding American games have largely gone for the easy cash grab as well. However, lets not be so kneejerk as to imply that this means 100% of American game developers. Braid was made by an American developer, for example.
Personally (at the risk of hijacking this comment thread more than it already has been) I blame the prevalence of piracy on the PC platform. About 9 out of 10 people are stealing their games. How many of those 9 out of 10 would have actually bought those games if they weren’t able to pirate them? Nobody knows. However, if I’m expecting to take up to a 90% profit loss, it seems reasonable enough that I’m going to try targeting a huge audience to make up for it. It would also help if they’re too computer naive to know how to pirate.
Although the far more popular approach appears to be to either leave the PC platform entirely or find some alternate way to make money from your game other than one that requires the customer actually buying the software.
I’m sorry, but I find as much or more “cash grab” schlock from the Korean grinders and the Eastern European/Russian 90s throwbacks.
Piracy has absolutely nothing to do with this. You can read pretty much any book you could possibly want for free from your local library, and yet books still make money – lots of it. Furthermore, what are the piracy issues related to online games of any sort? It is nearly non-existent.
The CoD/MW franchise has made billions of dollars now. And what about Guitar Hero and its ilk. Sorry, there is still a freakishly huge amount of money being made. Piracy isn’t stopping that.
Yes, there are still worthy American games. But I’m seeing nothing, nothing, of interest coming from Electronic Arts or Ubisoft and all the others. Just high-end graphical candy.
““cash grab” schlock from the Korean grinders and the Eastern European/Russian 90s throwbacks.”
Oh yeah; even more amazing is that they do it openly. Allods Online and such. And the Korean grindfests, tell me about it: I’ve returned to Navy Field for a while, and it’s precisely that, now that I’ve hit the grinding spot between a light cruiser and the next class ship. However, what they don’t do is to milk every little franchise in their portfolio to death with three times the number of sequels people would really like to see. Americans like numerals after titles.
Not sure if piracy plays a role. More DRM, on the other hand, just annoys customers, when it isn’t downright abusive.
Do I really need to poke the obvious holes in that for you? Well, I’m not going to, that’s less a real argument and more a declaration that you’ve cranked your stubbornness dial to 11 on the matter.
But I will go so far as to say that piracy is a novel thing to blame for the games going overly casual. I’m really more on the side of saying it may have been a contributing factor that is making things worse-than-usual on the PC platform in particular. The more universal factor that pushes for more casual games is simply knowing there’s a whole lot more dosh to be made servicing a a wide body of gaming newbs than there is a small niche of gaming veterans.
Although, I am hearing a lot of talking heads these days saying that going casual has backfired. Nintendo went that way and is now regretting it. The trouble with making your games deliberately simple so first timers can pick them up is you’re left in the lurch when it comes time to deliver a follow-up product (or, in the case of MMORPGs, any kind of lasting appeal). Not even a gaming newb finds being spoon fed for an extended period of time to be all that entertaining. On top of that, those who prefer not to play games can’t be expected to be regular customers.
As the easy cash grab is becoming a whole lot less successful than it once seemed, it’s seeming like reducing attention on the core audience of gaming may well have been akin to killing the goose that was laying the golden eggs. Just how many hundreds of thousands of gamers might have given up the habit because they simply couldn’t find games that entertained them anymore?
One thing I’ll say about Korean grindfests: they’re not casual friendly games.
I believe a lot of these eastern MMORPGs work the way they do because they were developed under a different mindset. In the West, we tend to prize individuality more, and consequently we demand more ways in which our characters can personally excel. In the East, there’s generally a more communal mindset, and consequently shallow gameplay of the individual play experience is just fine because they’re really more interested in working together.
So I don’t knock Korean grindfests. They work great for their original demographic. There’s dozens of Eastern MMORPGs that have several times more players than World of Warcraft ever did.
Actually, when I ran into Dragonica Online, it actually caused me to feel that Western MMORPG developers are really far behind the curve. A full action platform RPG game, very well realized and stable, with visceral action and properly balanced instancing, an effective item economy… well, the other game I was playing at the time was Cryptic Studios’ Champions Online and I had to face facts: I actually found the Korean grind more entertaining even on the individual gameplay level. It’s not a good sign for Western MMORPG developers when we’re beaten at our own cultural specialty.
@Geldonyetich
And against one another, too; especially that, I’d think. Group together to beat the hell out of the other guys. I can’t forget how the main demographic in Shadowbane, when it was free to play, came from China. They were on record as having wrecked three servers by steamrolling across them, which led to some pretty nasty stuff on the servers that remained competitive.
I think we should start seperating ‘video games’ from ‘software toys.’ Toys R Us sold Barbie dolls and Chess sets, but no one ever conflated the two as having any kind of relation to one another.
I’ve been beating this drum for the past week or so, and i think i finally figured out the best way to explain the whole facebook games issue.
i’m going to post this comment on various forums and blogs i’ve been following where this topic has come up. so don’t be suprised if you see this exact comment somewhere else on the web… this is a fairly long post so bear with me.
the key issue that a lot of pro-facebook individuals are overlooking is the fact that facebook games are INFERIOR goods, therefor the common thinking that an increase in quality leads to an increased demand is simply not true. inferior goods behave the exact opposite.
In consumer theory, an inferior good is “a good that decreases in demand when consumer income rises, unlike normal goods, for which the opposite is observed. Normal goods are those for which consumers’ demand increases when their income increases.”
lets use an inferior good that most people can relate to, Ramen Noodles. i love Ramen Noodles, as a college student i can’t tell you how awesome Ramen Noodles are… but, as soon as i start making enough money to afford something better, i’ll gladly never taste another Ramen Noodle again.
Like Ramen Noodles, facebook games are only going to be consumed when we can’t afford anything better (in this case the cost is time and energy). so we’re only going to play facebook games when we don’t have enough time or energy to do something better… as soon as we have more time and energy available to us, we will stop playing facebook games and move on to other “better” games. (just like how we only purchase Ramen when we can’t afford something better, and as soon as we can afford something better, we stop buying Ramen.)
it’s the same as if you went to a store and there was the regular old Ramen, and sitting next to it on the shelf was a New and Improved Ramen… regular Ramen is 15 cents a package, while the New Ramen is 25 cents a package… which one are you going to buy?
well the fact that you’re in the market for Ramen means that the most important thing to you is COST (lowest time and energy investment).. so you’re going to buy the cheapest product, quality doesn’t matter to you. (otherwise you would have headed for the steaks instead of the ramen)
quality games require a time and energy investment not found in facebook games… and it’s this lack of investment that makes facebook games appealing… as soon as you cross that threshold into a “good” game, then the cost (time and energy) required to participate in the “good” game becomes too high, and the demand for that game will drop off… because once a game becomes “good” then it is a NORMAL good, and facebook users cannot afford normal goods… they don’t have enough time or energy.
facebook games are inferior goods… “good” games are normal goods. facebook users WANT inferior goods because it suits their playstyle and it’s all they can afford… normal goods will not perform as well because facebook users simply cannot afford them… it’s like trying to sell a steak to a poor person who only makes $1 a week, he can either buy an extremely tiny steak that would last him less than a day, and he’d go hungry the other 6… or he can buy a week’s supply of ramen… which would you choose?
i’m not saying you won’t see good games on facebook, but good games won’t benefit anything by being on facebook.
besides, would you really rather log into facebook to play civilization? and deal with all the extra crap that facebook brings? or would you rather play the game like normal, but have an app that connects the game and facebook?
personally i’d rather have the regular game, and then an app that automatically searches my facebook for friends that also have the game, and then adds them to my in-game friends list. then i can easily interact with my friends in-game, but i don’t have to deal with all the ads, spam, random messages, that i’d have to put up with if the whole game was played through facebook. also an app could be like the PSN app that shows what you download from PSN in your facebook feed.. so in this way you could easily share your accomplishments in-game with your facebook friends, without all the intrusive facebook stuff… i see more benefits in keeping the game and facebook at arm’s length, than you could get by tightly integrating them.
do you really want your civilization gaming to be interrupted by random friends telling you about the awesome party they went to last night? do you really want pop ups notifying you of all the farmville gifts you just got intruding on your gameplay? do you really want ads in the sidebar distracting you from your gaming? or even worse, ads IN the game itself?
all of the above things are what make facebook games successful. these things are fine when you’re playing something with little to no gameplay, like Farmville, but when the gameplay becomes more engaging and more interesting, and requires more of your attention, like Civilization, are you really going to put up with all this extra crap distracting you from the “good” gameplay.
basically what i’m trying to say is that facebook is a platform for inferior goods, not normal goods… so the thinking that higher quality leads to higher demand, which is generally true for normal goods.. is not true for inferior goods and therefor facebook.
i hope this makes sense, it’s the best explanation i could come up with.
– Logan
my favorite character on the Plants Vs. Zombies game is none other than the Michael Jackson zombie.;,-
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