[MUD-Dev] Focus vs. Scope (WAS: Homogeneity and choice)
Michael Sellers
mike at onlinealchemy.com
Sat Feb 19 16:41:24 CET 2005
Cruise wrote:
> Both WoW and CoH seem to have chosen to focus on one particular
> play style and make sure that is as polished as possible, in
> contrast to the "do anything" style games of earlier generations
> of MMORPG's. Guild Wars has distilled the core combat even
> further.
> This is presumably a deliberate choice, and it certainly seems to
> be a good decision in the current market. Is it possible that
> gradually we'll return to the broader, deeper games as the gaming
> proles get used to this style of game? Or are we on a never-ending
> spiral of reductionism?
One way to look at it is that WoW represents the distillation and
consolidation of 10+ years of learning on how to make fantasy-combat
MMOGs. They've taken the low-risk option and polished it until it
shines.
This may then be a local minimum of sorts, an extreme end to the
pendulum's swing: given all that we now *know* works (given WoW's
subscriber numbers), a good candidate for success is to go where
they're not: broaden the world, broaden the audience.
Making an even further-reduced, tighter-gameplay fantasy-combat MMOG
means you're trying to push the pendulum further, and are going up
against WoW's strength. Never a good idea. Look to where your
opponent is weak (read your Sun Tzu ;) ).
Mike Sellers
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