After doing a bit of research, the focus
of testing – and the focus of MMO
players – had changed between the years the two games were
released. While some
gamers still existed that actually wanted to test his game in 2006,
many
players had grown more concerned with being able to take a
“trial run” through unreleased MMOs. With those
gamers in
mind, the beta testing period of many other MMOs had turned into
something more akin to an advertising campaign than a true testing
period.
When asked a question about whether the MMO testing
phases have changed in the past 5-10 years, the Ten Ton Hammer premium
members suggested that beta tests are now almost solely about marketing
and are populated with testers that ignore the
“/bug” option and simply use the beta to demo the
game. Even when the gamers do discuss the problems they see in the
game, some MMO companies don't know how to handle the input these
gamers provide.
“[Beta] seems to be more about marketing the game and hyping
it up,” RawGutts said.
“Honestly I feel that nowadays the developers get confused
and can not find a happy medium between listening to every single
testers opinion and listening to nobody,” Arkane suggested.
“In some beta tests I have felt the community was highly
ignored while in other tests I have felt that the developers tried to
cater to every single tester. Both are and were recipes for
failure.”
“Beta tests now are glorified demos for the games,”
Condar answered. “It used to be so much different. I really
hate what's been done to them, and the only way to be a
‘real’ tester now is to get into the alpha's or in
some rare cases early closed betas.”
Besides the imminent dissolution of his company and inevitable
heartbreak after the launch of his game, it’s safe to say
that the environment surrounding MMOs changed drastically between the
launch of Brad McQuaid's
EverQuest
and the release of
Vanguard.
With
EverQuest,
players hardly knew what to expect. Even those individuals
that had played earlier graphical MMOs like
Ultima Online and
The Realm
hadn’t jumped into a game like
EverQuest before.
It was a
three dimensional experience based on late era MUDs and AD&D.
Users hadn’t ever encountered each other in 3D spaces before,
and thus the novelty of the game helped to overshadow the flaws and
high barrier of entry into EQ. Gamers wanted that visual, visceral
feeling of actually *seeing* a game of D&D come to life in
front of them.
In an almost complete reversal of fortune,
Vanguard launched
into one
of the most hostile markets ever seen in the MMO genre. Unlike the
EverQuest
beta, those individuals that were jumping into
Vanguard were
much more likely to have experienced any number of later day MMOs,
including the massively popular
World of Warcraft.
While McQuaid
constantly berated WoW, it was an inappropriate decision to simply
ignore the success and advancements that WoW made to the genre. The
gamers that arrived in the
Vanguard
beta needed an experience that at
least had the look of potential surrounding it. From various accounts,
the early
Vanguard
beta lacked so much content that trying to deduce
any sort of “future” from the game was almost
impossible.
But the hostility didn’t start (or end) with
Vanguard. From
the release of
Anarchy
Online to the
Star
Wars Galaxies CU-NGE, gamers have
often been disappointed by the development teams that they want to
succeed. Their anger and frustration began to circulate when it
appeared that the development teams were ignoring their pleas for
“more time” or “don’t change
this” or “why?” Unfortunately,
it’s often not the fault of the development teams making the
MMOs, it’s the fact that MMOs require absurd amounts of cash
to run and when outside publishers come into the picture, the gamers
are often the individuals that feel the pain.