[MUD-Dev] Re: MUD-Dev digest, Vol 1 #301 - 15 msgs
Baron
Baron
Sat Mar 31 15:00:40 CEST 2001
Dr. Cat speculated:
> You did mention The Sims - Raph told me thursday night he thinks the
> online Sims game will beat both of us to the one million user mark,
> and I think he's probably right.
I have to disagree with you both on that one, I'm afraid. No, not
simply because I found the Sims, as a stand-alone game, to be much
like real life, only infinitely more depressing. And, no, I'm not
discounting its prospects by imagining it as it is, only with hundreds
of thousands of others present. Clever things can be done to make
frequent contact among players mutually beneficial.
My concerns are two....well....three:
1. EA is betting the farm on it, which means they'll be watching it
closely. I am not convinced that their executives can yet assess
value in the MMOG medium. UO succeeded because it was left alone,
far from their radar. Sony was so convinced that EQ would fail that
they cut 969 loose prior to its launch, only to come crawling back
later. Simply put, there is little understanding of this medium by
top execs in the games industry, nor is there abundant willingness
to trust medium veterans.
2. The great assumption in the online game's initial design is that
people will care about the glory boards: most popular, best house,
nicest furnishings, etc. The vast majority of customers for the
original game were non-gamers, and the bulk of these did not view
the game in a competitive light. Rather it was brilliant for its
ability to deliver a remarkably individual, absorbing meditation to
a wide variety of people, most of whom ceased playing when the level
of challenge diminished - not when they attained the upper limits of
the designed achievement spectrum. Thus, I'm not confident, based
on the details released to-date, that they know their audience
terribly well.
3. An online gaming world must offer a departure from the physical
one. No, it needn't be pre-Christian medieval fantasy, the air war
in the 1940s, or adventures in imaginary realms of imaginary
galaxies. The very extremes of our game worlds to-date may well
have limited our audiences. Nonetheless, there must be a departure.
Jonathan
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