Do MMOs Get Too Much Hype, Too Soon?


Written by: (Twitter @winterinformal - ) | January 8, 2013 3:42 pm

Do MMOs Get Too Much Hype, Too Soon?
51 Comments

Do MMOs Get Too Much Hype, Too Soon?

Suppose you’re launching a new brand of, let’s say, soda. Your fantastic new elixir, Jason-Cola – love the name, BTW – is a refreshing alternative to those big-brand colas on the market.

You launch an extensive marketing campaign, hire a celebrity spokesman, get placement in all the grocery stores, and then, on the first day your product is available – the public hates it.

Not everyone, mind you… you’ve still got some fans, who like it just because it isn’t Coke or Pepsi. But it’s clear your soda has flaws. Maybe it’s not fizzy enough, maybe it’s too acidic – maybe it just doesn’t taste right.

The problem is, though, that thousands, or maybe millions, of people have tried your soda and it’s left, quite literally, a bad taste in their mouths. Good luck getting those people back; in fact, good luck launching anything ever again. Your brand, along with hundreds of cases of subpar soda, is very likely in the toilet.

By this point, you’ve probably seen through my clever analogy: Jason-Cola is an MMORPG. More specifically, it’s a modern, AAA MMO, which inundates prospective players with marketing hype for months – if not years – leading up to a game’s launch, sees a lot of opening action, and then shrinks rapidly, weighed down by a flood of negativity from jilted players who didn’t get exactly what they wanted and are going back to their own standbys, cursing your name and vowing never again to fall for your tricks.

mmorpg     Are MMOs Overexposed At Launch?

Bad Timing

Is this the fault of overaggressive and poorly timed marketing? Consider this: An MMO is at its worst – its absolute worst – when it launches. Technical issues, overcrowded servers, queues, bugs, poorly implemented gameplay… these are all things that haunt every new game, but can generally be overcome with a little time.

The problem is, this is the exact point when there will be the most people in a game. So what an MMO maker is doing is, in effect, exposing the most possible people to the worst possible version of his product. It seems like a bad idea, and it probably is.

We know why it’s done, of course. MMOs cost millions – in some cases, tens or hundreds of millions – to make, and investors want to see a return on that investment now.

I think there’s also some lingering mindset of the promotion of single-player games. When one of those launches, you want to draw as many people to it as soon as you can, because in two or three months, everyone will have moved on to the next game.

That’s not the case with MMOs. If you’re only thinking about the number of players you’ll have after three months, you’re doing it wrong. If all you’re concerned about is first-day, first-week, or first-month box sales, then you’re probably just setting yourself up for failure.

It makes for a great press release, though, doesn’t it? “Over one million players have tried our game!” That’s great, but how many are sticking around through the post-launch period? What would be better? One million players in your first month – many of whom will leave shortly thereafter – or steady grown leading to one million regular players after six months?

Sadly, most companies – and especially most executives – would take the first option, because they believe that having a million players in one month means they’ll have two million in three months, three million in six months, and so on. By and large, it doesn’t work that way – not with single-player video games and certainly not with MMOs.

This isn’t to say there shouldn’t be MMO hype or marketing. Just maybe… I don’t know… spread it out a little bit? Don’t blow your entire wad at launch, save a good chunk of it for down the line, so you can keep those servers packed long after your opening weekend, when you can show them a better, more refined and bug-free version of your game.

But does some of the blame lie with players, as well? Do we expect too much – or do we expect just the right amount?

mmorpg     Are MMOs Overexposed At Launch?

Old vs. New

Going back to Jason-Cola, suppose you don’t like it, but a friend of yours does. Would he say, “Sure, it’s not as good as Coke, but Coke’s been around for a hundred years! They’ve had lots of time to perfect their formula, just give these new guys a chance!”

You don’t care. All you care is that you paid $1.29 for your bottle of J-C, and you can get a bottle of Coke or Pepsi for roughly the same amount, and it’s better. Free market principles would say that the better product will get more sales, and it doesn’t matter how long one of them’s been around. If you can’t make something that competes with today’s offerings, then don’t make it.

So should we hold up a new MMO to the standards of an old one, usually World of Warcraft? If the new game doesn’t (yet) have a group finder, tons of endgame content, robust PvP, or whatever, should we be patient and wait for it to come along?

Or do we just go back to our old, comfortable MMO, which has everything we want, even if it is a bit stale? A lot of people do, by the looks of it.

But do we owe it to the “new guy” – whether it’s an MMO or a soda – to give it time to grow, to work out its kinks, and to “catch up” to the bigger, more established brands? No new MMO could ever match the feature set or raw amount of content of one that’s been out for eight years. It simply isn’t possible for a new MMO to be as refined, as polished, or to have as many features as World of Warcraft. It will never happen, and we need to stop expecting it.

If you’re patient, you might counsel the devs to take longer to put the game out, but there has to be a limit to that – not only because of the aforementioned investors, but because if you try to put everything into an MMO, it’ll be in development forever. There’s always more you can add before launch, but there’s a question as to whether you should.

And if we don’t like it initially, will we ever consider giving it a try later?

mmorpg     Are MMOs Overexposed At Launch?

Second Impressions

After Star Trek Online went free-to-play, Executive Producer Dan Stahl said that he hoped players would come back and see all the improvements that had been made. I was one of those players, and I had to agree that the game was much improved over the version that had launched two years earlier.

STO was the classic example of a game that was heavily hyped and then, for many people, failed to live up to immediate expectations. For some, Star Wars: The Old Republic fits that bill now. Or TERA. Or The Secret World. Or Guild Wars 2.

Maybe it’s fair that these games are judged right out of the box, and maybe it isn’t. Maybe it’s the developers’ fault, maybe it’s the unrealistic expectations of the consumers.

I’m just going to think about it for a spell, while enjoying the cool, clear taste of a sparkling Jason-Cola. In stores now!


  • Chris Martin

    A simple way to put it, would be to say that once a company like Blizzard, Apple or anyone else has a good chunk of your change, and you’ve put a large amount of your time in those companies products – is it ever an easy thing to see newer companies releasing similar products? On top of that – does it ever feel easy to switch, knowing you’d lose out on all your hard earned cash and all those hours grinding? 
    Competition is healthy in a marketplace. If they don’t market the product, how would people know about it? However, I do believe that over-hyping a product is like building it a coffin to put it in after launch. People have built-in bullshit detectors, so no amount of hype will protect a product if it is poor or rushed. 
    I’m kind of tired of this “which mmo is better” way of thinking. Like I have stated previously, it is all subjective. People play what they love; not because millions of sheep say it is what they should be playing, or because it been around for years.

  • http://twitter.com/makahli Benjamin Crowther

    In a weird kind of way WOW did this, it launched with much hype, yes, but less players, it wasn’t until TBC when they knew how to manage an MMO that the player base hit a crescendo. They also created the quality that all other games must aspire too, depite not needing to live up to those standards themselves (initially)

    It would be hard to manage your hype though, not enough hype and there is not enough players to make the game feel lively enough to be an MMO, especially from a PVP standpoint. Population, or lack of, has the a lot of the same detrimental effect bad gameplay does. 

    Sergay from Hammerpoint did have one good point, at some point an MMO moves out of Beta and into a foundation stage. Maybe MMO Devs need to implement a Foundation phase in their launch cycle that sits between beta and launch, maybe hold back some big endgame content for the launch so it is still a big milestone.

    Or maybe they just need to Beta better.

    As for who’s fault this all is, IMO its Investors and Distributors. They push to get as many people playing the game as quick as possible despite what Devs and Community says. Although sometimes the Devs are guilty of this too.

        

    • http://www.facebook.com/profile.php?id=1653322492 Kevin J. Redmond

      I think you hit a good point.  WoW had a lot of hype, but it was a lot of hype among MMO players.  There were a LOT fewer MMO players in those days.

      • http://www.facebook.com/kirzansix Mike Coulombe

        Fewer COMPETITION too! Think about it. In the days people were playing very old games like EQ and DAOC still, a game with never-seen-before fluidity and accessibility like WoW comes out. They made the first game accessible to the casual player, yet still interesting for the hardcore. Jackpot! 

        It’s like angry birds. Why is it such a big deal? We played flash games like that before, so wtf? Well, they were there, right place at the right time. That’s wtf. Sometimes it’s all about human evolution and what the next big thing in society is. For angry birds, it was the beginning of the smart phone era.

        • http://twitter.com/Luke_Malcolm Luke Malcolm

          WoW’s only competition back than was EQ & the newly releasing EQ2 released 10 days before WoW did. SWG kinda fell apart before that.

          WoW was given 7 years of wiggle room before any MMO that could pose a challenge came out and all those MMOs got over hyped & never lived up to that hype and there following just abandoned them leaving small community all thats left of the presumed WoW Killers.

          I honestly think if those MMOs never got hyped up they could of succeeded more. WoW had hype but it isn’t the hype we have today, its was just marketed everywhere and litterally changed the whole market.

          • http://www.facebook.com/kirzansix Mike Coulombe

            Yeah. It’s always kinda been like that though. Remember SEGA vs Nintendo? I mean, at least back then they had BALLS. “The Genesis does what Nintendon’t”. Political campaigns are 50% “here’s my ideas!” and 50% “his ideas are terrible!”. But yeah, nagging at each other has always been a marketing strategy albeit a bad one to anyone who thinks outside the box a little.

            WoW’s hype wasn’t THAT high though. It just delivered, period! They released their first MMO and every detail, as a whole, made its success. I can’t think of any other game since 2004 that had everything as “working” and fluid as WoW. The UI (and mod-ability), character controls, animations. Let’s not forget WoW was also one of the firsts using the GCD system. It was just, a perfect game. But the lack of competition, the time it released just helped push that amazing product all the way up there in its safety cloud.

  • http://profile.yahoo.com/2IHERWUO5JIMFXDSDGS57K5B6E Trevor

    Mmmmm, I wouldn´t mind having some of that Jason-Cola. Sounds delicious! … oh wait, Jason-Cola is actually GW2 in this analogy? Bleh, I´ll wait for “Coca-Cola Ghost” then.

    • http://twitter.com/winterinformal Jason Winter

      Jason-Cola is whatever you want it to be. Coming soon: Diet Jason-Cola!

  • http://twitter.com/Nathiest Nathiest

    I’m pretty sure Jason-Cola is out of business. 

  • Peregrine451

    MMO developers need to advertise their product before it launches sure, but they need to stop over-hyping their product. They need to stop yelling about how their game has revolutionary game-play, how it’s going to take the world by storm, how they’re “gunning for WoW.”

    MMO studios need to concentrate on making good games and making sure they’re ready before launch. Sure the investors want their money now, but do they want to wait a few more months and get an ROI from a successful game, or do they want to lose money on a project that flops because it was pushed out too early?

    And try actually listening to feedback while your game is still in beta test. You do remember what a beta TEST is don’t you? It’s where you FIX the bugs and make additions to the game that your customers want before you launch your game.

    Or keep on truckin like you have been game studios and watch as publishers step in and fire most of the developers and hastily convert your junk to F2P in a desperate effort to recover some of their money while you go and try to find another job in the game industry.

    • http://twitter.com/Luke_Malcolm Luke Malcolm

      Agreed, companies need to focus on there game and how to make it succeed instead of trying to figure how to out match WoW. Beta tests lately have been considered demos and no one wants to report any bugs, SWTOR a good example. 

  • Ravenstorm

    Jason-Cola, made from real pieces of Jason?

    For me, even if there are some weird glitches in a stand alone or mmo game, if the core feels fun in a gut feeling way then it’s fine. In the ancient days games had to be finished at launch because of no internet. Today you know there’s gonne be patches and updates and fixes and whatnot which can improve the game at any given time. 

    But there has to be this click in a game which makes you go ‘niiiiiiiice’ and gives you the feeling that game has something unique, and has the potential for a lot of replayability.

    Yes, every mmo I play I compare to the Master Grandfather/Mother of MMO’s, World of Warcraft. Not per sé that is is like WoW, but if it has comparable good points and improvements for the WoW flaws, that’s a good start. If you play(ed) WoW I guess you automatically do that.
    GW2 now too makes ppl judge mmo’s differently than before, for their improvements.

    Yes we are spoiled, because mmo’s like that have spoiled us, but once you realize a thing, you can’t unrealize it, unless with a very big hammer. 
    We know of the quality which can be achieved and we expect it in new realeases. 
    I judge games a whole lot tougher then 20 years ago, when you were just glad games came out at all, and were glad for the glitched but fun gameplay.

    Because of this massive flow of games on the market today, flawed games are a sad thing to see. Usually pushed into realease by their publisher and incomplete. I think such games, unless it has a huge fanbase like Final Fantasy, are doomed. You can’t hope to get another chance in this warpspeed world unless a great many reviewers swear by it’s hotfix/rebuild/reborn improvements.

    • http://twitter.com/Luke_Malcolm Luke Malcolm

      I also blame review sites like IGN/Gamespot/G4, even though you shouldn’t listen to them, there are people who don’t know any better and will believe anything they say. If those sites or companies don’t like the game or don’t get paid and give it a bad review. 

      People think thats it the truth, it could be like CoD or Cataclysm for that matter, both given high rating, but were terrible in general.

      Its tough now a days for new games to grow, especially MMOs with the majority occupying a single game with rest spread out between multiple other games.

    • http://www.facebook.com/tudor.simu.9 Tudor Simu

      I like your comment a lot. You at least get the gamers fault recognised. Most people only see the one half issue (developers/publishers) but never look into a mirror to see the other half of the issue. It’s saddening that most gamers can’t change their views except with a hammer like you said, but then again neither will that other half change over night so i guess we can call it even on that. Still, it would be nice if we could at least partially go back to a time where games were valued for their existence and not their 100% fullfilment of wishes. Tough at the rate things are going and the direction of the games industry, i have a feeling we’ll end up seeing that sooner or later anyway. It’s a self-destructive environment thanks to the two sides.

  • http://www.facebook.com/profile.php?id=1653322492 Kevin J. Redmond

    I don’t discount that hype has a lot to do with over-inflated expectations, but sometimes a cigar is just a cigar — and sometimes a bad game is just a bad game.  Polishing a bad game, and making a bad game free to play, doesn’t make it a good game… it just makes it a polished, free, bad game.  This could largely be averted by simply making the advertising realistic.  Stop touting your game as the next MMOssiah and just tell people what it is actually like.  I don’t blame the consumer when Jason Cola, Inc. says their cola will be such a great experience, you won’t ever enjoy anything else again… but then they try it and it tastes like flat Coca Cola.  Of course they are disappointed, of course they go back to Coke, and of course buyer’s remorse and/or delusion make a minority of people stick with it and chide others for not being more realistic with their expectations.  Either way, the fact remains that even if you never saw a single ad… you still get flat Coke and you are still disappointed with it.

    • http://twitter.com/dularr Dularr

      Polishing a turd:  The act of trying to make something hopelessly weak and unattractive appear strong and appealing.

      • http://www.facebook.com/kirzansix Mike Coulombe

        Well that’s pessimistic. You truly think it’s impossible to turn something stale into something awesome? I think not. People have to learn to re-open their minds again. Yes, you may have been screwed over in the past, and I understand why you would be mad. But holding a grudge isn’t gonna make you find “that awesome new game”. If you dismiss everything before even getting a taste of it, what’s the point of even looking for anything?

        • http://www.facebook.com/profile.php?id=1653322492 Kevin J. Redmond

          It’s not pessimistic, it’s realistic.  If the fundamental design concepts of a game are bad, and you recognize that, no amount of polishing will fix it.  I’m curious to see what happens with FFXIV, because they aren’t just polishing it… they are supposedly redesigning it.  That might actually have merit, we shall have to see.  This isn’t about open mindedness, and it isn’t about being screwed over or being mad.  My stance is not an emotional one.  I also don’t dismiss anything before getting a taste of it, so I’m not sure where you got that.

          Re-painting a car that has a bad transmission isn’t going to make me want to rent the car again.  You’re assuming my only complaints with a game is that it doesn’t have everything I want, and that’s a false assumption on your part.  I’m talking about the plethora of MMO’s released in the last few years that have fundamental core design problems that I view as bad.  I stand by my statement — you can’t fix those or turn them into something awesome without redoing the core elements, and most companies are unwilling to do that because it is so costly.

          • http://www.facebook.com/kirzansix Mike Coulombe

            Don’t believe I was replying to you, but whatever.

          • http://www.facebook.com/profile.php?id=1653322492 Kevin J. Redmond

            Well since he was basically restating what I said in less eloquent terms, and his was a reply to mine, I guess I just figured, but whatever. I could go into all the patches and “polishing” they’ve done to ToR, but it still hasn’t changed the core design concepts which I find flawed. I don’t think they made it free because people liked the story, they made it free to sucker more people into playing and then get them to pay for content or hotbars or whatever.

            And that’s why I think the car analogy is fine. I agree, anyone who thinks re-painting will fix the transmission is stupid… and the way MMO developers have been acting has equally been stupid. Going F2P doesn’t save a game that isn’t worth saving, it just prolongs the inevitable.

            I haven’t seen the hate directed at FFXIV, but if people are still hating on it… they probably are just burned on the long list of disappointments SquareEnix has dumped out in the last few years.

          • http://www.facebook.com/kirzansix Mike Coulombe

            Edited my post to add more fuel.

          • http://www.facebook.com/profile.php?id=1653322492 Kevin J. Redmond

            Ditto.

        • http://twitter.com/dularr Dularr

          I had to re-check the article and thread to see if we were chatting about FF XIV ARR. I was glad to see this article was not about ARR,   I haven’t played the beta, so I got no idea if SE is attempting to polish a turd. 

  • http://www.facebook.com/spankthismonkey Thomas Vu

    Before this article, I would have believed that we should allow time for a new AAA MMORPG to come out slightly broken, and give it time to build.  WoW did it, why can’t everyone else?

    But that was 10 years ago, and with the high bar WoW has set as well as how disgruntled the player base is for any new WoW-killer MMOs, new MMOs have to be able to compete at initial sale or risk losing a huge fraction of subs (or even potential subs).  Players go mainly where the fun is and friends are.

    Too many people try an MMO once, and very few are willing to jump back into something that they had a bad taste with.  Look at Trevor’s comment below and know my statement is true. 

    I love GW2, but their weakness is they are like a jack of all trades and a master of none.  Whereas SWTOR is a great single player MMO.  These are examples of why I think a couple of these over-hyped MMOs failed.   They tried too hard to do too much.

    My solution. Don’t necessarily stop the hype, but build a product that is incredibly strong in the  MMO universe.  A Massively Multiplayer Online game like it suppose to be.  Then afterwards, focus on a particular area of the market.  Like Planetside 2, great MMOFPS game!  But still leaving the framework of other areas for potential development.  Or dominant that particular niche of the market.

    My 2 pennies

  • http://www.facebook.com/rob.somers.16 Rob Somers

    Players create a lot of hype themselves. Think about Titan, nothing is known about the game and I am already sick of hearing about it. 
    When there is a gap in information, people tend to fill that gap with whatever sounds reasonable to them. Less information leads to more speculation. Speculation leads to unreasonable expectations. At that point, nothing less than perfection will do. And unfortunately, no one can deliver perfection on launch day.

    Second, I do not believe that marketing is poorly timed for new MMO’s. I’d rather call it poorly focused.
    Visit any upcoming MMO’s website and you will see nothing but promises. The promise of ‘sandbox elements’ to people who ask for freedom, the promise of balanced pvp, the promise of open-world pvp. The promise of engaging group content, great solo content, awesome endgame, but engaging leveling as well. Compelling and dramatic storylines in a world that is shaped by players’ actions. How many games promise you that “you play however YOU want to play”? Everyone expects to find exactly what they are looking for in the game. The only possible outcome: disappointment.If a game is hyped as “better than X”, it is incredibly likely to disappoint. I would like to see games being marketed purely on their qualities (actual qualities, not the ones made up by the developer or marketing company) rather than empty promises. 
    If a game delivers what was promised, it can only grow from there, if it starts off disappointing half the fanbase at launch, it is going to have a bad time.Players not expecting every game to be “[insert favourite game] but more awesome” would help as well.

  • http://twitter.com/olov244 Jason D Williams

    a modern mmo NEEDS a few things in order to survive/compete with wow/etc: GOOD pvp, a handful of well designed raids AND instances, multiple questing zones with terrain/mob variation. gear treadmills aren’t bad(some like me like them), crafting is important for time sinks/downtime. i seriously feel that level caps are way too high, gear scales too dag on much, everything needs to be dialed back. i liked tera, but they fell short on a few of these areas, gw2 was destined to NOT be a wow killer, it’s missing a lot of these too, swotor had it’s problems too, the only one i see that’s worthy is rift, but it’s almost too similar for me, i’d rather have my favorite pair of jeans than just another pair that fits well. i think the “suits,” and developers who think they are faultless, get in the way of a lot of good games. there will be another mmo in my future(quit wow right after cata), but it’s nothing offered today

  • http://twitter.com/dularr Dularr

    I’m coming out with JasonZ-ColaZ in a few months. It can’t fail, its got two “Z.” Will be the best cola ever, clearly the Jason-Cola killer. 

    No refunds.

  • http://www.facebook.com/kirzansix Mike Coulombe

    SWTOR: Kind of Over-hyped… But it was a great single-player game if you got the most out of it during your first month. Then… 15 a month for a single-player experience (which is what was outstanding in the game) isn’t worth it. That, and, the conversation wheel is getting old. Please wow us next time with something fresh, BioWare!

    TSW: Funcom.

    TERA: Really didn’t expect much and it really wasn’t hyped that much. I approach localized asian MMOs with extreme care. Yes, it’s fun, but again it fell short on delivering enough content to satisfy me for a month and then didn’t release anything forever.

    GW2: Like SWTOR, it has value in story/campaign and is so very well played in single-player that even if they fail to deliver post launch, you’ll still get your money’s worth. Where GW2 kinda failed was with the lack of holy trinity, and how it doesn’t allow for insane PVE boss mechanics. They also decided to go with the safe-but-boring GW1 itemization which really turns off fans of “the grind”. They still haven’t come up with anything to counter that.

    In conclusion, yes, they do get hyped way too much. I understand why too. They can’t “go under the radar”. They can’t allow their game to slip in unnoticed. The genre has been so raped since 2004, it’s just THAT easy to screw up anymore. It’s all about releasing the right content at the right time and not shoving everything in our face and claiming to be the best MMO experience EVARRRRR! They have to take their time, slowly increase our appetites and BOOM! Feed us with the cleanest launch. And then keep us fed, cause food is nice!

    • http://www.facebook.com/profile.php?id=1653322492 Kevin J. Redmond

      I agree with you on everything but GW2.  I think the lack of holy trinity is one of its strengths.  The itemization has never been an issue for me.  Different strokes for different folks, I suppose.

      Your last statements, however, made me think of one company:  CCP.  They sneak in and go under the radar until it’s time.  They have spun up the hype machine for Dust 514, but it still doesn’t compare to the hype of MMO’s these days.  Think about World of Darkness online, though.  They are still working on it, but the hype for it is so non-existent that some people think it’s already in the vaporware bin.  Eve had next to no hype, and it steadily grew through word of mouth and web advertising until it became what it is now.  This is a company that does MMO’s the old way, by slipping in unnoticed and sticking to their niche guns.  Other companies could learn a thing or two from them.So, in short, other than about GW2… I completely agree with you.

      • http://www.facebook.com/kirzansix Mike Coulombe

        Niche games are almost an entirely different ball game though. Like Indie games are to AAA games. CCP did something different, at the right time, and it worked. They laid a safe player base and worked 100% into keeping it.

        I have to say, CCP had it right because they did something different, at the perfect time. They entered the race early, saw that the Sci-Fi MMO genre was almost non-existant (SWG was just hit by NGE at the time, I think) so they just jumped right in.

        Someone makes an MMOFPS, right now, that’s a full huge world with good customization options, PVE, PVP all that jazz and plays extremely well, and they could very well build a really nice niche. Sometimes it’s just all about standing out. Giving the players what they want. CCP gives players POWER for example. They don’t control their games, the player base does. They have player councils ffs! But, if that’s what the players want, then CCP will always keep their players because they’re satisfying THEM, not the investors.

      • http://twitter.com/dularr Dularr

        But the lack of trinity was over-hyped on Guild Wars 2.  Dungeons are super easy, never heard of a group that couldn’t complete a dungeon.  Group content can always be downed if you zerg.  A couple of Guardians guarantee a success dungeon run. 

        Maybe that’s by design, but it’s not challenging content.  

        • 7BitBrian

           Have you ever heard of a group not being able to complete a dungeon in any game? Seriously Dungeons have gone way down hill from what they used to be back in MMO Infancy.

          • http://twitter.com/dularr Dularr

            Yes.  Every few weeks I attempt a dungeon that has the gear normalization (like GW2 it suppose to be) with the elite level mobs/bosses and cosmetic reward items.

            It’s only a month or so ago that we finally got to the first boss. 

            Plus, there are numerous MMO that have raiding. Which require group coordination and effort.  

            Again, the lack of a trinity was hype in GW2.  Doesn’t mean someone can’t design a hard-mode dungeon without a trinity. I just don’t know anyone that has.  

          • http://twitter.com/cipero Matt Cipriano

            Curious to know what fractals level you are at

          • http://twitter.com/dularr Dularr

            Fractals. I was wondering if someone was going to bring up fractals. Do you think Fractals is hard content? do you think Fractals is grind content? Has anyone reached a point where it’s impossible to continue?

            I’m not sure how I feel about a dungeon that you run over and over again through progressive ranks. I’m more uses to unlocking harder content. Not having to grind through the levels each week. (Do you still have to restart levels each week?)

            Once you grind through enough gear and master avoiding the damage, is the content still hard?

            I noticed there is no repair vendors, so you should bring Instant Repair Canisters. Is that a gem store item?

          • http://twitter.com/cipero Matt Cipriano

            I asked specifically you, since you seem to think everythings real easy then you should be at a very high level in fractals..at least past 35 right? 

            You must have missed the lobby hub in the observatory that has a repair vendor…so don’t know what you are talking about there. Guess you are either misinformed or haven’t even ran it.

          • http://twitter.com/dularr Dularr

            Me, I got stopped playing GW2 regular before fractals came out. I now log on for the holiday and one time events, very casual. I was really pleased with holiday dungeon.  Very pretty, but not hard. Kind of a big kill ten rats kind of quest.

            Once the dungeon revamp occurs, I might give more dungeon content another try.

            My questions about fractals are genuine. I really am interested in seeing how folks feel about the difficult of fractals. Can you use the repair vendor, during a fractal level run? Or is it between fractal levels?You mentioned level 35, do you think its difficult to get to level 35 or just time consuming?  

            You mentioned coordination.  While I’m sure many groups are very well coordinated.  Do you think it requires a high degree of coordination to finish a GW2 dungeon?  How about fractals, how much coordination does it take to get to level 35?

            Yes, the lack of a trinity was over-hyped prior to the GW2 launch. From Arenanets posts and fan chatter, it gave the impression everyone would be blow away by GW2 lack of trinity and no one would want to play a MMO with tanks and healers again.

          • http://twitter.com/cipero Matt Cipriano

            Personally, I think it does take coordination to get some of the dungeons done. Granted, you still have bosses that you can just blow up. All in all I think the system works but could still be improved upon, hopefully they’ll so that.

            As for the repairing, if you die you are sent back to the hub that has the repair vendor in it. The difficulty scales so it’s not just feeling like you are grinding because with the difficulty going up the environment and encounters change a little bit each time. 

            It can still feel grindy after a while. I haven’t made it to the upper levels yet. Still around 6 myself because I spend most of my time in wvw, but coordination can help a ton which I’m really not going to start detailing every combo in the game because i’d be writing a book but if you are on teamspeak with your buddies and are coordinating your pulls  its a helluva lot easier than just zerging as a lot of people imply is all gw2 is.

            I still play a tank in wow, but I enjoy gw2 just the same. I never really felt the lack of trinity in this game was going to make me hate tanking but to each their own I suppose.

        • http://www.facebook.com/kirzansix Mike Coulombe

          “No more holy trinity!”. Translation: Fights now consist of: Add Phases, AoE Dodging, One shot kills…

          Ok I’ll admit I didn’t do ALL of the dungeons and didn’t even touch fractals, so I can’t judge on the mechanics too much. I just can’t imagine it being too hectic knowing that is almost no healing, you’re limited in your dodging, and there is barely any aggro system. Either that or they don’t care, you can infinite respawn DURING the fight so what the hell!

    • http://twitter.com/Luke_Malcolm Luke Malcolm

      Those 4 are the newest & biggest victims for being over-hyped games there are others, but everything you said about those 4 was true.

  • Divalicious_Diva

    Nice article. The problem developers face, as you pointed out, is that a new MMO has the impossible task of including years of content/feature at launch. This is just not possible, but the general public do not care, they compare apples to oranges. 
    The true failing in modern AAA MMOs is not lack of content. They are basically solo games, with multi player tacked on. Release your “MMO” as a true MMO and people will stick around because they need others to help them. Community and guilds are everything in an MMO. No amount of “solo” content will ever be enough. Without community content, you fail.

    • theunwarshed

       have to agree with almost everything you said.  the exception being that i don’t agree that a new mmo can’t launch with most (if not all) expected mmo features in their 5-6 years of development time.  content is another story, however, with the tools continuing to improve even content can be pumped out quicker these days (e.g GW2 content cycles). 

      trying to attract the single player rpg fans to the mmo space isn’t necessarily futile, it’s just the way they’ve gone about it is entirely wrong in my view.  single player content in an mmo should be used to guide the player into multi player activities (aka “ween” them off of it).  an mmo should be mostly player-driven (as long as the tools/dev support are present) and community created.  dev-driven events/content should meld seamlessly and compliment player-driven activity.

  • Joel Viola

    Best article I ever read on this site! Good job.

    • http://www.facebook.com/brendan.james2 Brendan James

      Seconded. Amazingly well written article. Well done.

  • http://twitter.com/NaamahNeko Anna

    The first part, regarding “who is to blame”, that is always the community.  Companies try to sell their game, sure, but going back to your point Jason, if it’s good enough for WoW it needs to be good enough for other games.  People have gotten really good at interpreting “Blizz-Speak”, Legendary made an entire show about it (granted, without MikeB there isn’t a healthy dose of cynicism anymore), but it’s not really blizz-speak, it’s marketing. Take, as a specific example, people getting excited over the new transmog (un-)restrictions.  WoW still doesn’t have a color palette, or adaptive armor, or a dress up armor tab (all features other games have used for cosmetic customization) but everyone’s very positive about it. TOR got a lot of shit when there wasn’t a custom armor feature at launch (ironically, the game that spurred WoW to adopt transmog), even though it took less than a year for them to implement two different solutions, and some people quit over that. It’s all in the community.

    But the thing about TOR is, we knew pretty early that things were not all ivory in the game.  The trailers being released relied too heavily on borrowing iconic Star Wars imagery and were small on new, original designs.  As we’ve all been taught through our lord and master Mr Plinkett, that didn’t work too well for the Prequels, did it? That even reflects the zones themselves, picking worlds like Hoth or Tatooine for no reason other than they’re familiar. But try to explain THAT to someone in November 2011, you couldn’t break through, they clung to their hype like a teddy bear.

    Of course, for any game to get as good as WoW, they’d have to also be as shameless as Blizzard.  Few places have the temerity to say “we’re looking at GW2 and already discussing the features we want to take from them” within a week of launch. And, going back to TOR, a WoW-clone without WoW’s budget suffers.

    After GW2 and how everyone responded poorly to the lack of a hamster wheel, I’m coming around to the side that speculates MMOs will slip back into niche markets, that WoW was the FFVII of the MMORPG world.

  • Jado Cast

    Sometimes the Hype Machine becomes a snow ball effect, and the MMO company loses control of “expectations.”  I think that happened with GW2 and SWOTR.  If you really think about it ArenaNet did very little advertisement for GW2, especially the beginning, but it was so anticipated and blown out of proportions that it raised expectations too high.  

    If you think anticipation of GW2 was high, wait until the crazed fan boys go crazy over Titan when they actually release info.  It will pale in comparison to what Blizz will face.

  • http://www.facebook.com/people/Alex-Mac/777995513 Alex Mac

    Players’ fault. Always.

    • theunwarshed

       no its not.  the customer is never responsible for the success or failure of a product.  it’s the manufacturer’s responsibility to research, produce and market a viable/profitable product. 

  • theunwarshed

    i would honestly take a polished, fairly bug-free, features heavy/content light game (initially) over a heavy, front-loaded content mmog any day. 

    i don’t know if “marketing” or when to do it is necessarily the problem.  the problem lies in piss poor planning and research models.  how they test and sample seems to me to be a big problem with a variety of this generation’s games.  promoting (aka “hyping”) a game only seems to be a problem when the game doesn’t resonate with the community.  perhaps there’s too much emphasis on promoting/hyping the game (or rather too much style over substance). 

    as far as your assertion that gamers shouldn’t/can’t expect as much polish, features and content as a game that’s been live for years, well, i can go along with that as far as sheer numbers of content but  new games also benefit from the trial and error of older games and don’t have to expend as much time/resources putting that stuff into their games. 

  • http://profile.yahoo.com/MDJ4G5OMCIIF6N2IZWQGSXVX24 emily

    “…to our old, comfortable MMO, which has everything we want, even if it is a bit stale?”

    Main point is here, if “everything we want” is a non stale experience, you don’t go back. I quit wow years ago, never went back even though I’d played a few mmos that didn’t stand the test of time.

  • http://www.facebook.com/profile.php?id=1260066056 Steven Diaz

       I agree with just about everything in this article.  On the other hand, I constantly feel let down by MMOs, not because I expect a lot, but because I expect what they promise.  GW2 promised to provide amazing story and tons of non grinding content for PvE players. 

       Dungeons were made for the hardcore fans.  WvW was made for people that love PvP.  Instead, PvP is a zerg fest that serves no purpose other than killing one another, there’s not much of an incentive to do anything if at all.  PvE lacks content, in a game that values combat so much, the focus in the PvE area is not really combat.  PvE focuses on clearing maps (which was optional in GW1, but FUN rather than feeling like you needed to in order to level), jump puzzles (since when did mini games actually count as full content?) and repeating events to grind money and karma.  Dungeons are a broken mess that requires an obscene amount of grinding that even Korean MMOs avoid.  Dungeons are ridiculously difficult at times and absurdly easy in others, not to mention they just aren’t FUN.  They are challenging at times without actually being fun.  Dungeons are a boring mess that don’t offer anywhere near the variety that they claimed (no two dungeon runs would be the same, yet I’ve only seen 1 random event since launch after doing plenty of dungeon runs, and that was the troll).  I’m using GW2 as an example of a company over-hyping their game.  GW2 essentially is a very short game unless you want to run each dungeon about 50 or more times to get skins.     I refuse to lower my standards for a game, I want companies to raise THEIR standards.  Companies constantly throw out marketing speech and then expect the community not to get angry when they don’t see the features promised.  GW2 has sandbox elements, sure….  but a sandbox game isn’t fun because it’s a sandbox game, it’s fun because of the freedom and player created content that’s available in it.  I want a GOOD game, bugs aren’t want turn me off, it’s games made for the short run.  It took me over a month or two to complete the GW1 campaign and I was max level within a week and a half.  Even after the campaign was done, there was plenty of story to explore and beautiful areas.  There were awesome weapons you could “grind” for (usually didn’t take much to get whatever weapon you wanted, just a few runs.

    GW1 really had plenty of content, it was just too instanced.  They should have just updated the GW1 combat (somewhat like GW2 but with more weapon skills or at least a second or third set for each weapon), added the hearts, but kept the story aspect of the original and kept quests around for those that wanted to experience a but more of the side story.  Instead, what we got was a bland world that lacks the extreme depth of the original and doesn’t pull the player into the amazing lore within the Guild Wars universe.  Not to mention that there aren’t any memorable NPCs like in the first.  

    Disclaimer:  This is just MY opinion, don’t take it personal.

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