Building a Masterpiece: MMOGs and
the
Hype Machine
By Ralsu
The buzz for a new massively-multiplayer online game (MMOG) starts
shockingly early these days.
Sometimes a company will announce a game
is starting development well before the first line of code is written:
SuperGames
Executive enters the elevator on Monday morning to find the nighttime
janitor on his way out.
[Janitor]: Morning.
[Exec]: Morning. Say, what's that you got on your boots there?
[Janitor]: Bah! Damned crickets! He
uses a rolled up newspaper to
scrape insectoid remains from his boot.
[Janitor]: They're all over the second floor copy room. I don't know
how they get up there. They must be magical crickets or something.
That afternoon…
[SuperGames Public Relations Specialist]: SuperGames is proud to
announce that it has begun development of Magical Crickets Online, a
massively-multiplayer online roleplaying game scheduled for release in
2009.
Sure, my story reeks of hyperbole (and you thought you'd never need the
stuff you were supposed to learn in 9th grade literature!), but it
bears some truth. Simply put, some companies decide to announce plans
for a game as soon as possible to stir up interest and ensure success.
The question I'll explore is whether the “hype machine” helps or hurts
MMOGs in general. Then I'll analyze how hype may have affected Dungeons
& Dragons Online: Stormreach (DDO).
The Hype Machine Makes Sense
Ever plan a party and didn't mail invitations so almost nobody showed
up? Anticipation is a powerful tool. Let's look at our example of
Magical Crickets Online (MCO) from earlier. The moment MCO is
announced, MMOG fans will begin to hunt for a good description of the
game to find out what it's about. If the design concept is innovative
enough or mimics a game they already play, gamers will read up on MCO
during the development process. They'll watch to see if MCO is moving
the direction they want and if SuperGames is receptive to gamer
feedback. They'll see the developer posts that promise an extensive
crafting system and massive player-vs-player mounted combat.
Another uncomfortable situation stemming from a lack of hype is when
you arrive at a function in jeans only to realize that it is a formal
dinner. Advertising what's going on early in a game helps
avoid a messy situation in which gamers feel they don't have enough
information to know whether or not the new game will be good. MCO's
intrigued fans will opine about some feature that seems lacking or
praise the measures SuperGames is taking to prevent gold farming.
They'll argue with fellow community members for months about what role
a Cricket Doom Warrior will play in a party that already has a Cricket
Executioner. Several major gaming news sites (like
Ten Ton Hammer) will

interview
the key designers behind MCO and post their thoughts. By the time MCO
enters beta, fans will know if it is a party they'll want to attend.
SuperGames will find an instant customer base at launch in those who
like what they've seen.
Lastly, have you ever discovered with regret that you'd missed an
author's book signing at the local bookstore? Promoting the involvement
of a celebrity or a respected company can really boost interest in a
game. It's foolish
not to put
out information that the janitor who conceived of the notion of Magical
Crickets will be helping develop some of the quests in MCO.
The Hype Machine Makes No Sense
Sometimes mailing invitations too early is worse than mailing them
late. It's hard to be excited about an event is too far away to feel
real. Continuing with the imaginary Magical Crickets Online (MCO),
announcing the game 3 years out could do more harm than good. The
announcement of MCO should be an electrifying moment. Fans of MMOGs are
happy to hear just about any game planned, and so they go nuts. But MCO
isn't coming out until 2009. That means open beta will likely occur in
2008. In the meantime, a dozen other MMOGs will land on store shelves.
Unless MCO is exceptionally innovative or makes use of a famous
license, it's just one game in a pile—and it is so far out that it's
easy to forget about in the face of more immediate options.
The more time you have to think about going to a party, the more you
expect out of it. After waiting for a party for years, it'd damn well
better feature some clowns and an acrobatic monkey. With MCO almost 3
years out, people definitely have enough time to know what to expect.
The thing is, they'll come to expect more. Anybody remember what
happened to Fable? Fans of that game where promised a very open-ended
world where every decision impacted gameplay in the future. It was an
ambitious project that didn't come out as promised, and people were in
no mood to forgive the absence of features announced from the first day
of development. If MCO is hyped as having the most massive PvP battles
involving cricket mounts ever present in a videogame, then SuperGames
has to deliver.
The marquee above the ticket office at the college in my town was
announcing a night of comedy with Bill Cosby when we first moved here
last August. I was jazzed about it. Unfortunately, Mr. Cosby had to
reschedule for reasons unknown to me, and his concert got pushed from
November 2005 to November 2006. I've had nearly a year to think about
it, and now I feel apathetic about the show. I'm sure Mr. Cosby will be
just as funny this year as he would have been last year, but something
is different. It works the same with videogames I think. No matter how
great MCO will turn out to be, give people too long to wait for it and
they may just lose interest. Often times, announcements of celebrity
contribution to a project are better left for closer to release.
DDO's Hype Machine Made Sense
Anytime a game based on Dungeons & Dragons (D&D) is announced,
gamers raise both eyebrows: the first one is raised in excitement while
the second is raised in

skepticism. We D&D fans have endured some sad attempts to
incorporate D&D mechanics into a game (Pool of Radiance: Ruins of
Myth Drannor anyone?). With any license as huge as D&D, I think a
company would do well to let fans in on the development so that they
can see first-hand that the game will stay true to its namesake.
Turbine did well in this aspect by announcing DDO roughly 20 months
prior to launch. A majority of the interviews during development of DDO
stressed the ways in which the game would faithfully execute D&D
rules.
While early announcement of DDO gave D&D fans a chance to check for
accuracy, the revelation of some of DDO's other features gave the game
time to win over MMOG fans who were not avid D&D fans. For
instance, the active combat system in DDO appealed to those who tired
of gamers running macros (computer programs) to play their characters.
The early proclamation that DDO was not a solo-friendly game allowed
potential subscribers time to adjust (even if they didn't like and
the
Twilight Forge module will make DDO more solo-friendly). Others
interested in DDO praised the decision to use instances for all quests
and not to award experience for kills as ways to prevent griefing.
Still others lauded the way diminishing quest rewards would keep
grinding to a minimum and encouraged doing all quests. Again, early
hype of DDO made sense.
In the end—and perhaps the most important part of DDO's hype
machine—Turbine delivered what it promised. Having read the forums for
5 months prior to DDO's launch and read beta previews (like
the
one by Shayalyn here on this site), I knew exactly what to expect.
Turbine came through on a good time schedule, and it is continuing
those standards of timeliness and clarity as it announces new content
for DDO.
Final Thoughts
The Hype Machine works if built properly. A company must announce its
game far enough out to let people get excited about it—but not so far
out that they forget about it. The company must clearly communicate the
game's features and then deliver on its design concept. Finally,
special contributors (writers, designers, artists) should be kept under
wraps until the company has something to show fans. Turbine handled all
of these aspects very well with DDO, and the game enjoys more success
as a result.