Chris Lee
Publishing VP, En Masse (
TERA)
It’s true to an extent, that gaming is a big business, however it’s a
business that marries technology, art, creativity and user interaction.
Many of these attributes are hard to quantify and predict, which can
create a level of chaos many big business types are uncomfortable with.
I believe the dilemma, as you have pointed out, is that the industry is
faced with chasing success or taking a huge risk. But it isn’t quite as
simple as that, the path to success in the MMO market is filled with
obstacles. For example, a risk that MMO creators face that console
developers don’t is that consumers have strong social ties to their
primary game, creating a significant switching cost. So even if your
product is “better,” you still might not overtake existing products.
When there is an incumbent in a competitive social space with a large
share of the market, it presents a particularly daunting challenge for
new products. The good news for gamers is that this kind of market
condition fosters competition and encourages differentiation and
innovation.
"I personally believe the industry needs to
move past the notion of
besting World of Warcraft, and that some developer needs to step up and
bring us something truly new. However, do you think that can't happen
if revenue is the number one goal?"
I agree with you, and from a business perspective for the company
willing to take a risk and to pioneer “the next big thing,” the rewards
are substantial. To repeat an existing formula, the upside is only
marginal. So it’s about risk tolerance vs. bottom line management. The
way we see it at En Masse, you can attempt to mitigate risks and follow
the crowd or you can offer something different and both pull players who
are bored with their existing library of games and grow the market by
attracting a new audience. Ultimately gamers will have the final say on
what direction the market goes, by voting with their dollars they
support innovation or drive product sameness.
Patrick Wyatt
COO, En Masse (
TERA)
One of the questions I frequently hear from gamers is, “How is
TERA
going to beat the competition?” We all love to identify with a favorite
sports team and cheer its victories or lament its losses; in cinema the
biggest news is not “how good is the movie” but instead “how big was
the opening weekend” so it can be compared to other releases; so it’s
natural that a similar view applies to online games. My feeling is that
game developers need to think more about creating something that people
want to play rather than endeavoring to beat the competition.
The great thing about the games market is that there is no monopoly on
fun; it’s possible to create a game with any
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"The great
thing about the games market is that there is no monopoly on fun; it’s
possible to create a game with any size development budget that players
will love to play."
- Patrick Wyatt
|
size development budget
that players will love to play. So as we work on developing
TERA, our
focus is to create an online world that players want to live in and
play frequently. We need to create game mechanics that are sometimes
familiar, and sometimes break out of the existing mold.
One of the reasons I’m particularly excited about
TERA is the way it
combines many familiar elements of the fantasy MMORPG genre that
players know and love, and then turns around and completely redefines
other areas of gameplay to bring a new level of excitement and interest
to the game.
TERA’s non-targeted combat system, which plays equally
well with either a keyboard/mouse or with a gamepad, is just more fun
to play! And coupled with the collision-based positional combat system,
which enables players to create shield walls to block monsters, set up
gauntlets to funnel their enemies, do more damage when attacking from
behind, and fundamentally redefine the way that support characters work
in combat, the new tactical combat system has much more interesting
minute-to-minute gameplay than players have seen before.
So, as I think about releasing
TERA into the market, I’m not worried
that there are other games that have a large market-share. I feel
there’s an incredible opportunity to appeal to gamers with something
that’s going to raise their expectations about how a game should play;
the level of excitement generated by the new combat system, a visually
stunning online world, a play experience balanced for Western gamers,
and a return of familiar features that gamers love, will all join
together to create a product that players love for itself, not for how
it compares to the competition.
Brian Knox
Senior Producer,
TERA
Evolution and refinement is the key to success. By evolving features
and ideas you begin to shape your game into something familiar yet
unique. For example
TERA has all the elements of a traditional fantasy
MMO: the adventuring and questing, the dungeon encounters and
competitive PVP. We devoted our time to evolving the combat system in a
way that MMOs haven’t yet, making a much more immersive and interactive
experience. By removing the targeting system and focusing more on the
action taking place in the center of the screen it creates something
new and different. This unique feature is surrounded within many of the
other comforts you would expect from a big budget MMO and allows it to
stand out from the crowd yet have a familiar air about it.
There is plenty of room in the MMO market for high quality games, and
the quality is the key element. Players are not going to invest the
amount of time necessary in an MMO if the game is not of a high
standard. Customer support, community and, more recently, security all
need to be kept at that same level of quality you hold the game to. If
you can meet this standard then you will find your audience and be
successful as an MMO.
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