When I first set out to write an article comparing Hollywood to the MMO
industry, I knew that there were going to be some obvious similarities
due to the fact that both industries focus on entertainment. But with
only a decade or two to work with, the MMO industry is – in
many ways – much more akin to the early throes of Hollywood
than the enormous conglomeration that it’s become today.
While the larger video game publisher have eagerly gobbled up any small
independent studio that has proven their ability to make money, the
early days of MMOing were full of these small time players that worked
on low budget to produce that games that set the standard for the
industry.
After I presented the question to the panelists, each confirmed this
sentiment to some degree, showing just how universal this idea is to
not only both entertainment industries, but the collective
“diversionary” spectrum.
“When movies first started there were a lot of independent
companies making low budget, short films,” Turbine's Craig
Alexander began. “They ran out of little nickelodeon arcades
and that sort of thing. Over time, they consolidated until there were
only a handful of major players. There were consistently fewer
– and bigger – bets, and that continues
today.”
“I think the MMO space is very similar,” he
continued. “There are fewer and fewer titles, and
they’re bigger and bigger bets for the respective publishers
that hope to have these franchises out on the market for continually
growing periods of time. I expect that to continue.”
The conglomeration of the studios is certainly apparent to special
effects master and long-time gamer, Preeg. From his point-of-view,
there’s a lot of correlation between the newly forming mega
game studios and the long running movie publishers with well-known
names…like Disney.
“Ten years ago when you were looking for a game to play, you
would pick up the latest game magazine and see what the reviews were.
It wasn't so much about knowing who the publisher was, it was about the
word of mouth and game reviews and whether or not you liked a
particular style of game,” he explains. Now it almost seems
like the smaller publishers don't have any sort of a chance anymore.
You're pretty much playing "this" Blizzard game until the "next"
Blizzard game comes out. I have some friends that work at
Blizzard and smaller companies, and every time I talk to someone that
works at one of the smaller companies, their game may be good, but it
just gets overpowered by the bigger publishers. It's like Disney - no
one could release anything done in animation to compete with them - at
least in the beginning.”
But for movies and games alike, it seems that those early, small
independent studios were the companies that laid the groundwork and
techniques for all the products that came after. It was that
“breakout hit” that drives people – and
money – towards the medium, making it more popular and more
diverse in the process. Yet the core techniques behind the product
often remain the same. NetDevil’s Hermann Peterscheck
explains this concept in detail:

In many ways this duplicates the
commercial biography of most entertainment media. When new technology
is first introduced it always leads to some kind of new form of
entertainment. In the beginning the adoption and availability of the
new technology is low, which means the market is small. This means that
you have small independent people kind of banging away and trying to
figure out what can be done. At some point the market size explodes
unpredictably and you get a kind of breakout hit. In MMOs this is
probably Ultima Online in the west (I suppose Lineage in the East). At
that point large commercial entities notice this "new thing" and start
to pour more money into it. They usually end up copying what works and
doing small iterative improvement to increase market share. This then
leads to an increase in production quality, and increase in development
cost and eventually consolidation due to the customer demand leveling
out.
I think MMOs are kind of
between the growth and leveling out phase; though it's impossible to
predict such things. The one thing that is different with games, at
least so far, is that movie companies don't tend to do things like
invent their own cameras and lights for every movie they make. The tech
to make movies is much slower than games - same with music recording,
radio and television. Games are unique in that we make the tools as
well as the product. While there is a strong movement in the industry
to make a kind of "super development tool" no one has been able to do
that, and I'm skeptical that it can be done. As for setting standards,
there are many that seem to be very sticky and those will persist. I
expect as time goes on more will be discovered and still more will be
improved.
The standards many of the early MMOs set include sharding, multiple
methods of progression outside of a standard experience point
generation, instancing, user interface layouts, and a focus on
service-based entertainment. For Sony Online Entertainment, many of
today’s current standards were set by their ten-year-old
classic,
EverQuest.
SOE’s Senior Creative Director on EQII, Rich Waters, shared
some of his
thoughts on some of the longtime influences seen in MMO gaming.
“MUDs, MOOs and “pen and paper” RPGs set
a lot of standards we still see in MMO gaming today,” he
explained. “From stat-based combat, characters that gain
levels and chase their +5 Helmet of Doom, to the very basic interaction
with the game world that still prevails today.”
“Tools and technologies have advanced tremendously since
MMORPGs hit the scene, but what players can do in today’s
games, and how they do it is still pretty traditional,” he
continued. “There are a ton of innovations in online gaming
as a whole, but MMORPGs as a category are refining the details but
staying bizarrely true to their old-school predecessors.”
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