Ask 10 MMO gamers what an “indie MMO” is, and you’ll likely get 10
different answers, but the answer that most can agree upon is that an
indie game is one developed by a studio not funded by a major
publisher. Indie game developers seem to be quickly gaining ground in
the MMO marketplace. Events like the
Independent
MMO Game Developers Conference attract longstanding industry
leaders like Richard Bartle, co-author of MUD, the first multi-user
dungeon, and Brian “Psychochild” Green of Meridian 59 fame. And while
we often hear gamers comment that AAA titles seem to be regurgitating a
lot of the same old same, we just as often hear them talk about the
creativity, passion and freedom engendered by indie developers.
Could indie development studios represent the future of MMO gaming?
CCP/White Wolf, developers of the thriving space-themed
EVE Online,
and Hi-Rez Studios, at work on the spy-fi
Global
Agenda, which is currently undergoing various phases of
closed beta, are two prime examples of indie dev studios making waves
in the MMO gaming space. CCP has managed to grow a player base of over
300,000 devoted subscribers for EVE Online--a respectable feat for any
gaming studio. Hi-Rez has won pre-release accolades from the press (
including Ten
Ton Hammer) and fans for its stunning performance at recent
events.
We talked with Todd Harris, executive producer of Global Agenda, and
Nathan Richardsson, Executive Producer for CCP Games, about the freedom
and the challenges inherent in developing an indie MMO. And although we
talked to these two gentlemen separately, they often echoed one
another’s sentiments.
Indies Find Their Niche
There seems to be a trend among industry insiders and gamers alike
linking indie MMOs to niche markets--smaller segments of the gaming
populace that aren’t catered to by MMO behemoths like
World of Warcraft,
Warhammer Online,
and
Aion.
Are niche markets essential to the success of indie MMOs? Does a
smaller budget and design team always relegate a game to the "niche"
corner? And is that problematic, or is it advantageous?
In terms of a niche marketplace, EVE Online may not be the household
name World of Warcraft has become,
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Nathan
Richardsson, Executive Producer, CCP Games
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but it certainly stands tall as an indie success story. CCP’s Nathan
Richardsson approached the topic of niche markets from the viewpoint of
an established MMO.
“We think this is more down to what meaning people draw from the
word niche,” says Richardsson. “EVE [Online] is
frequently called a niche game, yet we have 300,000 paying subscribers.
In terms of the world as the marketplace for EVE, 300,000 is nothing
and could easily be referred to as a niche. [But] we simply cater to a
very specific audience and this usually defines the game and its
direction. MMOs are traditionally a very long-term time investment and
you tend to be more selective in your decision on what you might end up
spending years on. So no, niche markets are not essential [to an indie
MMO’s success] but there is nothing wrong with starting out with a
smaller team, targeting a very specific audience and growing the game
organically with your playerbase.”
“By definition a niche market is a segment that is currently
underserved by the mainstream providers. So, to serve that audience a
developer typically needs to deliver something really different and
innovative vs. just more of the same thing available elsewhere,” says
Hi-Rez Studios’ Todd Harris. “With a big budget there could be a
temptation to cover up stale gameplay by shoveling out more content or
simply pumping up the marketing hype. However, for an indie developer
such as Hi-Rez Studios, the game must stand on its own merits and we
find that liberating.”
Richardsson would seem to agree. “This only becomes problematic if you
try to reach a massive audience from the get-go and that’s usually [the
case with] the failures we’ve seen lately, which are different flavors
of a proven model. Except it’s a proven model which requires much
larger initial investments, has higher risk and you’ll often see that
people migrate back to their previous MMO where they have a lot of time
already invested. Why invest more time somewhere else if the game is
relatively similar and your friends aren’t necessarily playing with you
anymore? Figure out that solution and you’re on to something.”
Limiting or Liberating?
Indie games face a number of challenges, but “challenge” is in the eye
of the beholder. What one person might see as difficult--smaller
budget, smaller staff, smaller target audience--another might see as
advantageous.
Todd Harris says that two distinct advantages characterize Hi-Rez
Studios in its development of Global Agenda: gameplay focus and release
mentality.
“Given that Hi-Rez Studios is self-funded,” he says, “we were able to
spend the necessary time and resources up
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Todd
Harris, Executive Producer, Global Agenda
|
front toward developing fun and addicting core gameplay. We were able
to playtest throughout the process and iterate the game based upon
feedback from players, rather than having to appeal to or convince
external investors who in all likelihood would not be gamers. For us,
fun gameplay is the top priority.”
Release mentality is something else altogether. We’ve all heard stories
of developers rushed to release unfinished games due to pressure from
their publishers--Vanguard, which was initially developed by Sigil
Games Online and funded by Microsoft, went indie for a brief time, and
was eventually sold to Sony Online Entertainment, stands out as one of
a few notorious examples.
“In any public company there is incredible pressure around
quarterly earnings and invariably that does affect when products get
released,” says Harris. “Since Hi-Rez Studios is private and
independent we have the luxury of releasing Global Agenda when we feel
it is ready.“
Tales of shaky relationships between developers and publishers are not
uncommon in the MMO gaming space. A
recent lawsuit
filed by Turbine, developers of
Dungeons &
Dragons Online, is
bringing developer/publisher relations to the forefront by calling DDO
publisher Atari onto the carpet for, among several things, weak efforts
in the European distribution of the game. Independent
developers may face challenges, but building a mutually beneficial
relationship with a publisher isn’t one of them.
“The negative stories you always hear of publisher pressure, battle for
creative control, last minute changes, death marches and so on…I think
you only hear the bad stories and the good stories don’t percolate as
much,” says Nathan Richardsson. “Today, I think independent funding is
preferable so that interaction with a publisher is not started off by
begging for money. [For an indie MMO developer] … how you monetize does
not affect your potential to make a great game, regardless of team
size. What’s important is that you live within your means and make sure
you have time to finish.”
To MMOG developers, Richardsson says, “If your concept is valid, the
scope of your game is solid, you have a strong business case and you
have common sense about how you are going to run your company, then you
will get investor interest. Then you can start negotiations with a
potential publisher after that from a more even standpoint.
“Better development processes, best practices and an even playing
ground, where you are partners and it’s not a one-sided relationship
will allow you the creative freedom you need to take calculated risks
in creating your concept.”
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