[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
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list