Trends--they can dictate what clothes we wear, what music we listen to,
what TV shows and movies we watch, and whether we're using MySpace (so
yesterday) or Facebook. When it comes to trends, no one seems to be
immune, and the MMO gaming industry is no exception. As yesterday's
innovations become today's standards, we asked our developer friends to
talk to us about what trends they're spotting in MMOGs in 2010, and how
their own games fit into the big picture.
Here's the question we posed:
What trends are you noticing within the MMOG
industry as this year unfolds? How does your game follow those trends?
How does it rebel against them?
Brian Knox, Senior Producer
TERA
|

We don't
know what they are, but we dig their pimpin' hats. (Those are hats,
aren't they?)
|
The MMOG industry is constantly finding new ways to set
itself apart from the crowd. Action has been a big theme lately, and in
my view, no one has really nailed it. With TERA we believe we have the
real deal. We don't rely on a partial targeting system or
lock on
modes; where you aim your bow or swing your sword will determine
whether you hit (tab key = unassigned ;) ). Development teams can also
get lost in feature creep, and trying to be “bigger and badder” in all
areas without innovating in any of them.
By contrast, TERA is
built around the single concept of keeping the player's attention
focused on the center of the screen. By understanding the core of the
game--especially what makes it unique and new--then building around it,
you can achieve a high quality product that feels very satisfying.
Diversifying your development team into too many “ground-breaking
features” can sound fantastic on paper, but what it really means is
that you’re spreading your resources too thin, and that it’ll take an
enormous amount of time to finish the product. Time equals
money,
and eventually you’re driven to the point of launching your product
regardless of the quality level. The ability to maximize developer
bandwidth for quality and innovation is something at which the Bluehole
Studio team has really excelled.
EJ Moreland, Lead Designer
APB
|

Me and what
army? THIS army.
|
The
major trend that seems to be accelerating throughout the market is the
conversion of older subscription-based titles to free-to-play. I
believe this is an extremely positive sign that developers and
publishers are beginning to experiment more with diverse or
non-traditional payment models for this type of ongoing and persistent
entertainment.
APB started with a fairly diverse payment model
including traditional elements as well as new elements such as players
being able to earn their time through our player Marketplace. We
believe that adding diversity and choice to how users can pay for their
online entertainment is extremely important, especially if they have
options to subsidize their costs through in-game mechanics.
In
terms of how we’re standing apart, we are not currently planning any
shifts to a free-to-play/micropayment model. We’ve been very
happy
with how our current payment model is performing.
Comments
Post your comments »
Add your thoughts to the discussion! »