
There’s
no doubt that the game is changing the scene, and since its launch
in 2004, the industry has taken many drastic turns. There are players
who are utterly frustrated with today’s games, and yearn for
earlier days, when playing solo through the entire level range was not
an option, and players were forced to group if they wanted to progress.
Forced grouping and slow leveling created a strong community, and many
of these players now feel that that community feeling has been lost
in today’s titles. Read our article, '
Bringing
Back the Community through WAR' for more thoughts on the
evolution of community and online gaming.
The bottom line though, is that massively multiplayer games need to be
massively multiplayer, that is, they need subscribers, and lots of them.
Blizzard recognized this early with
World of Warcraft,
and in an attempt to maximize their subscribers, they made the game
accessible. Accessibility not only meant it could run on virtually any
home computer, but it also meant the game had to be an option for
players who didn’t have hours at a time to commit to look for
a group, or camp a rare spawn in order to get a quest item or equipment
that they were after. Blizzard gave players the option of being able to
play solo through the game, offering something for everyone, whether
they had all day to play, or just a sporadic hour here and there.
While that model did prove to be extraordinarily successful, and the
game quickly soaked up a lot of players from older games, as well as
lure in millions of new players. But some of the older gamers resented
that. Suddenly their thriving communities began to dwindle, and the
only options they had left were to play the more popular game of
World of Warcraft
or continue to play another game, where, like ugly people in Hollywood,
the community was slowly thinning in numbers.
There is a divide in player’s thoughts of the changes, and
Game Designer, Andrew Krausnick, recognizes it.
“The community growth and WoW's game play shift has been so
pronounced that there has been a push back from the original MMO
denizens,” states Krausnick. “Most non-WoW MMOs
often require a higher degree of commitment or learned expertise and
are therefore generally considered more 'hardcore.' These MMOs
frequently have vocal community members who respond defensively to any
perceived movement towards 'WoWification' with the cry of 'go back to
WoW, noob' (or some facsimile thereof). And while a general example, it
is endemic of an unfortunate divide in the community at large. If the
new people that WoW has brought to our slice of the gaming world are
going to be a genre-wide boom, then both our MMOs and our communities
must grow to cater to a wide spectrum of users.”
The player boom is large, make no mistake. Sony Online Entertainment
(SOE) was behind
EverQuest,
which was widely accepted as one of the largest subscriber-based games
at the beginning of the millennium. In early 2004, SOE divulged an
approximate subscriber number of 430,000 players in their
press release of Champions of
Norrath.
Today, World of Warcraft has reached in excess of
11.5 million subscribers. That’s
a pretty clear indication of the sheer size of growth the market has
seen in the past five years, and it’s had its
impact.
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