Are Specialized MMOs The Wave Of The Future?

Written by: (@winterinformal) | July 6, 2012 11:45 am

32 Comments

While grand visions of huge open worlds with tons of gameplay options are appealing, there’s something to be said for playing a smaller game that offers an experience that’s better customized for your interests.

And maybe MMO developers are starting to realize that’s what players want, too.

Take Guild Wars 2, for instance. It’s going to have a huge PvE world, an open three-faction PvP world (WvW), structured PvP, and all the other things you expect in a first-rate MMO, such as crafting and mini-games.

GW2 is trying to attract a very wide range of players: players who like PvE, PvP, crafting, role-playing, charr-baiting, etc. In most people’s minds, it’ll do a fairly good job and, by sheer count of numbers, could be the most successful MMO of the year.

mmorpg     One Size Doesnt Fit All

That’s long been the goal of MMO manufacturers – and really, of most people who operate a business – get as many people as you can to try your product.

But as the old saying goes, you can’t please everyone all of the time, but you can please some of the people all of the time.

More recently, we’ve seen MMO games, and MMO-like games, that only concentrate on one aspect of MMO-style gameplay. They’re not necessarily trying to draw in huge numbers; rather, they’re attempting to lure specific fans, ones who only want a certain, narrow type of game.

If you’re trying to please “some of the people all of the time,” maybe that’s the way to go. And being able to concentrate solely on one type of gameplay undoubtedly makes development easier and quicker, as well.

If you want three-faction PvP in an open persistent world, you can play Guild Wars 2… or you can play PlanetSide 2. That’s all PS2 does, so its devs can focus entirely on that experience without wondering how it will affect the non-open PvP aspects of the game.

Or, if you want structured, five-on-five PvP battles, you can play Guild Wars 2… or you can play a MOBA, like League of Legends or SMITE. That’s all those games do, so those devs can focus entirely on that experience without wondering how it will affect the non-structured PvP aspects of the game.

mmorpg     One Size Doesnt Fit All

There are a few MMOs out there that are more strictly geared for PvE or crafting, with little or no PvP content – and, again, they can better focus on those kinds of MMO gameplay without wondering how their game’s mechanics will be used or abused in PvP.

ArenaNet doesn’t have that luxury. Neither does Blizzard (for World of Warcraft), Trion (for Rift), or BioWare (for Star Wars: The Old Republic). All of those games offer the “full” MMO experience, which, while fulfilling to some players, can also drag a game down as all the parts have different needs and need to be balanced against each other – sometimes with unexpected results.

My point is: Maybe MMO devs would be better off going for a smaller audience and catering to their more specialized needs than trying to capture millions of players with a “comprehensive” game.

This isn’t always a practical reality, especially where licensed games are concerned. Take Star Wars: The Old Republic, for example. Maybe you really like the PvP and wish there was just a SWTOR-like PvP game out there?

Would LucasArts license “The PvP Star Wars MMO” to one company while licensing “The PvE Star Wars MMO” to another? Further, might they license “The Space Combat Star Wars MMO” to another company? Or “The All-Jedi Star Wars MMO”? Or “The New Republic (i.e., Luke/Leia timeline) Star Wars MMO”?

If the example set by Star Wars: Galaxies is any indication, the answer is almost certainly “no.” But why should it be? Outside of the MMO realm, there are plenty of Star Wars-themed video games, developed by a number of third parties. Why should an MMO be any different?

It’s probably because we see single-player video games as being temporary entertainment, something you play for a few months before moving on to another. Thus, you can have three Star Wars console games come out in a year and not have any of them appear to “compete” with one another.

The same can’t be said for an MMO. If Galaxies were still running, it would definitely bleed off some small number of potential fans of SWTOR. That’s LucasArts competing with itself, which is not a good idea, unless the games were so radically different as to be seen as not being in the same genre.

That, I think, is what CCP Games is doing with EVE Online and DUST 514. EVE itself is a highly specialized game; it caters to a certain type of MMO player, and CCP is fine with that. They know they won’t ever pull WoW-like numbers, but they know that the players they do get will be incredibly devoted to their unique, custom-tailored experience.

mmorpg     One Size Doesnt Fit All

If EVE is the MMORPG branch of the “New Eden IP,” then DUST is the MMOFPS branch, meant to appeal to a (mostly) different crowd. CCP likely couldn’t have just made another MMORPG set in the EVE universe, even if it was different in many ways, because that would have eaten too heavily into their existing fan base. Instead, they made a totally different kind of game.

With an increasingly finicky MMO consumer base and cash for new ventures being harder to come by, there’s a very good chance we’ll see more focused, “smaller” MMO-type games, like DUST 514 or PlanetSide 2, that may lack all the features of the full-fledged MMOs of the past but will instead cater to a specialized crowd.

What do you think? Would you like to see more singly focused MMO games? Or do you prefer the “all-in-one” approach to MMO design?

Are Specialized MMOs The Wave Of The Future?

  • 7BitBrian

    I’ve been saying it on the forums and in the live stream chat for months; Niche is the Future!

    • http://profile.yahoo.com/3JO75BNS43WDETCNCO7F7XS6Q4 jo

      meh. the future of mmo’s is the same as the past and present. shitty games with one or two diamonds in the rough at a time. 

  • http://www.facebook.com/profile.php?id=1164133697 Johnathon Kinville

    I want a really hardcore raiding MMO. WoW seems to be moving away from this more and more and sadly GW2 has nothing for this crowd. 

  • http://www.facebook.com/profile.php?id=1267867350 Terence Eady

    MMORPG’s should not have a focus on one specific thing. PVP and PVE content should be balanced accordingly along with crafting and other features.  An MMO loses it appeal when it gets repetitive and lacks awards for being competitive.

  • http://www.kaiketsu.enjin.com/ Corey Jenkins

    While I do think that more specialized games are coming up and are going to be very popular in the future, I don’t think that they will completely take over the industry. There is still plenty of space for large scale MMO’s like GW2 or WoW that have multiple paths you can take. Mainly because a lot of people want to have that one social hangout spot where they can meet up with friends online, and do multiple things without having to go through the hassle of jumping from several different games in one night just to have fun. It’s nice to be able to meet up in one game, and when your tired of one thing, having the ability to move on to a completely different style of play without having to log off and log into something else. Personally I’ve meet a lot of people that I still play with today, because I went off and tried out other parts of the same game. If you’re in a game that focuses on one thing, like a moba for example. You might not ever try to venture out and see what else there is, because its not a part of the current system. MMO’s are social games after all for most of us, so having all those people from different backgrounds and play styles can add to that social element.

  • Irimii

    While I

  • http://twitter.com/dularr Dularr

    If Huttball was a separate game, I would still be playing the hell out of that game. Player housing, customized space ships and behind the scene stories.

    It is funny the news hit and article don’t mention the words “raids” or “operations.” No mention of WoW raids, Rift raids or SWTOR Operations. Up coming raids in TSW.   Hmmm, did Arenanet contribute to this article.

    A niche MMO that only focuses on raids.  Could it really be done?

       

    • Damir Miric

      Somebody could like just a raiding game. But that kind of game would be hard work to do. To acutaly put out content as fast as people can do it. I would rather see MMO that is just pvp as they said. Only hutball you get your set of gear and go go go. No grinding no anything. That would be a great game. Cheap to make and if the mechanics are good people would play it.

    • http://profile.yahoo.com/ITHF7XKYGVXFAPCDMDJTKHLBBU Lian Wan

       Vindictus is pretty close to having all RAIDs. Especially once you hit lv70.

  • http://twitter.com/willypallen William Allen

     Do you want a game that fits you and includes the exact aspects that facilitate and positive gaming experience for you? Or do you want a game that pulls in several different directions in order to try and please everyone?

    I understand the whole social aspect of being online with friends while playing, but there are several ways around that. Skype, C3, Team Speak, Ventrillo, etc. I’ve got friends and we all play different games but end up talking to each other while playing different games.

    Niche is the way of the future. It’s better for developers and creates a much happier and die hard consumer base.

  • Irimii

    While I prefer all in one MMOs, I do still really enjoy niche MMOs like EVE. I wouldn’t mind if there where more games that where focused on one type of gameplay but they wouldn’t be able to pull me completely away from games like GW2 or WoW because I like being able to do it all in one game.

  • David Alcon

    I’ve been seeing a lot of topics about this subject this week. And I have to agree. This video was linked on another forum and is pretty accurate. Do a YouTube search for: “Malcolm Gladwell: What we can learn from spaghetti sauce”.

    I agree that there does need to be variance, however I don’t think that should be to the exclusion of everything else. I would like to see a game that says “We have PvP, but out focus is on Raids” and then does not make class changes based on PvP dynamics that affect PvE. But within an MMO we, as players, do expect there to be a variety of things to do that we can involve ourselves in.

    As mentioned in the video I mentioned above, there is no universal single perfect MMO. The best we can do is cluster things that we, as MMO players, enjoy center gameplay around that. Its been said before that there will never be another WoW. Blizzard struck gold with the right game in the right climate, and no company should compare their success with WoW at their height. That simply can’t predictably happen. WoW tapped into the MMO market like nothing previous, and now that consumer base has matured enough to refine their tastes. Now they are looking for specialized games that appeal to their wants and needs.

  • http://pulse.yahoo.com/_JD5RIAPTFFZFIF3DCNYVVG7NIQ Kyle Bohannon

    yes i would like to see companies start developing their content to suit a certain crowd. gw2 seems like its niche enough in the pvp area that its interested our guild. i dunno, i dont think niche type mmos are going to steam roll the industry but i definitely believe a successful company could carve out a nice chunk for themselves.

  • Revanhavoc

    The small, underfunded game companies will be able to find their thriving niche in the market through easy access (F2P) and a progression system based on skill, not time/money invested(cash shops).

    The big companies will always try for the all in one, just like every corporation expands their business model horizontally to encapsulate other similar industires or incorporate smaller competitors. It is in their nature to strive for ultimate dominance. I don’t see this model changing anytime soon.

    I would also add that just because we have had some recent failures(debatable) in the ‘all in one model’ ala SWTOR, I don’t think that alone is reason to sound the alarm to say to the consumers: “Hey guys, lower those expectations, ‘cuz the days of dreaming about the all encompassing PVE PVP sandbox, themepark MMO, are over.’

    We need to push for and demand innovation and risk taking. If it means more easy access and lower barriers to entry, that’s fine with me. What I’m not fine with is lowering the bar for developers to simplify their products and game designs, thus further segmenting an already fractured market.

    MMO’s need more focus in the form of investment, rather than narrowing their appeal to the broader audience.

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

      ” I don’t think that alone is reason to sound the alarm to say to the
      consumers: “Hey guys, lower those expectations, ‘cuz the days of
      dreaming about the all encompassing PVE PVP sandbox, themepark MMO, are
      over.’

      We need to push for and demand innovation and risk taking.”

      Well, those might be mutually exclusive goals :) “Big” companies that can make “all-inclusive” games don’t like taking risks or innovating.

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

    When did multiplayer games turn into MMOs?  I’m honestly confused.  A game with coop or multiplayer was never an MMO.  The MMO term was originally used to describe games with a huge amount of people playing on the same server, huge as in a lot.  If they wanted multiplayer games to be MMOs, they would have never called them MMOs.  They simply would have been multiplayer.  Diablo 3 is as much of an MMO as a helicopter is an SUV.  Same for Dust.  On the other hand, I would like to see more specialized MMOs, but I always like to see a bit of everything even if the rest isn’t as good as it could be.  At least it is there as a side option.  LoTRO is a perfect example, I felt like that was a lot of fun just because it didn’t focus everywhere.  It was PvE but still had a bit of PvP in it as a side game.  While the PvP isn’t perfect there, it’s still fun to play as a side game.

    • Kagitaar

      I’m with you on all counts.

  • http://twitter.com/just_izumi Izumi

    I find MMO’s more fun when they have more then just one available path of play because sometimes I like to do a bit of this or another day a bit of that, although I always have that one thing that is my primary focus for what I really enjoy doing in the game.

    I like to have a bit of variety… It seems to keep me playing and gives me variety for when I feel like doing something else.

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

      Sure, but my point is that having two MMOs — say a PvE one and a PvP one — might mean that you play both and that each is optimized for its play style. If you want to PvE, you play one game. If you want to PvP, you play another. In theory, this is no different than logging into one game and deciding whether you want to play PvE or PvP. Instead of deciding what to play in a certain MMO, you’re deciding which MMO to play.

  • RolyVento

    For an MMO variety is the key. While I am done playing World of Warcraft because I been playing it for the past 6 years I have to admit that I did enjoy the many variety of game play that WOW offered. Hopefully GW2 will also offer many other things to do…

  • Jado Cast

    I want an Awesome open world Sandbox MMO with high development Quality.  

  • http://twitter.com/Nathiest Nathiest

    MMORTS, MMOFPS are not MMO’s.

    MMO aka MMORPG are the only true MMO’s out there. Everything else is a marketing tool.

    • http://twitter.com/Krekentaur Robert Burke

      That is the most ignorant thing I have read in a long time.

    • Revanhavoc

      You should define your terms more, such as your definition of this one true, pure ’MMORPG’.

      Though it may have made sense in your head, it didn’t for everyone else.

    • jayremy

       Your post only logically shows the difference between RPG to RTS and FPS. Single player RPGs exist and if you haven’t realized or guessed it, they play quite a bit like an MMORPG without the MMO…

       I would define an MMO as for first requiring the multiplayer of course
      then having a persistent “world” (regardless of how big or small).
      Massive is a subjective term, that is why I don’t use specific numbers
      to determine it, just a persistent world space. By persistent world I
      mean a server that is only limited in size due to technical reasons, not
      for balance like in a 12v12 pvp situation or 10 man raid only instance
      games.

      A game like Call of Duty, Battlefield, League of Legends (or any other
      MOBA) does not have a persistent game world. In fact if you logged in
      walked away to go eat, go to the bathroom and generally be AFK you would
      be vote-kicked or reported for griefing by not doing anything. In an
      MMO when you log in your presence does nothing to hinder the others in
      the gameworld by just being in there doing nothing.

      People would say a game like Vindictus is not an MMO but it is. The
      gameplay isn’t really an MMO, but the game is because there are multiple
      world zones in the game where you can see other people’s avatars and
      interact with no hard limit. Just because you run dungeons limited from
      4-20 people as 100% of the gameplay doesn’t change it.

  • http://twitter.com/Zedris Zedris

    dumbest idea ever. if people wanted a solo game they would buy one they wouldnt buy a MMO. its called massive for a reason its called an immersive WORLD cause it has everything a world has pve,pvp,crafting,games etc. if i wanted to play vs 100 people i would play cod.

    • jayremy

      “if people wanted a solo game they would buy one they wouldnt buy a MMO.”

      They that seems overly presumptuous statement. Some people may play an MMO labeled game NOT because of it being an MMO but because the game has features that intrigue the player.

      When it comes down to it, games have to be designed where you either rely on others 100% of the time or play purely solo in order to avoid appealing to both crowds. If you were unable to play an MMORPG until 9 of your friends logged on, then that would severely limit and cripple your game and play time. You may like and play more than your friends, people shouldn’t be hurt for that.

      On the same note, if group content is a nuisance than there is no point in even trying to sell the game as a great multiplayer experience.

      MMO games tend to be much more dynamic, offline games don’t get patches and updates that provide major changes to the game unless there are a new versions, expansion or paid DLC. If you wanted to play a legitimate single player RPG that can nearly match the dynamics of an MMORPG you would likely be limited to only something like Skyrim or Fallout, when there are pretty too many MMOs out there already to keep track of.

  • jayremy

    I miss the world, player, gameplay and social design of Asheron’s Call (not 2, it was a failure to Asheron’s Call “veterans”). It was the most technically innovative MMO for its time and many years to follow.

    The world was super massive in scale, it would take over a decade of mediocre-hardcore gameplay just about to have “seen and done everything”. Towns, regions and dungeons where commonly changing. Even seasonal effects took place, holidays effected the entire would (pumpkin head scarecrows or evil snowmen raiding random cities, dungeons and regions). Some places would dry out, flood, rain, snow, (there might have been thunder/lightning as well) etc.. Running from one end of the map to the direct opposite as a med level moderate run speed character would take at least 8 hours of running (players used a complex portal hop methods otherwise of travel). Updated monthly and bi-monthly.

    There was no trinity, the players were custom built from base stats, skills, abilities, professions and attributes from the start and as you leveled. Dungeons were unlimited, mob spawns in the world shifted and where somewhat random. Some areas went from noob zones to overran with high level NPCs, even towns.

    There was no factions, only allegiances (AKA guilds, that could merge, ally etc.). Player politics determined safe zones and what not not city guards, if you chose to be on the PvP (most popular server -Darktide) or become PvP character on a PvE server.

    Combat was hitbox based meaning you could avoid attacks particularly ranged. Melee was more RNG like a typical MMO but a target running or jumping (skilled enough) from could evade attacksand melee had to decider where to hit (med, low, high. As a magic caster you could have like 1000+ spells; granted some where just similar versions of others they all were learned separately and unlocked by skill level. Casts would fail occasionally if they were too powerful for your level.

    Without assuming too much, stuff like this made games truly immersive. I want that immersive and adventurous MMO again without taking a back seat on combat or player design. A true dynamic environment for the modern day, for a game like Asheron’s Call biggest flaw was it was released by 1999 (and in development since 1995 with an “inexperienced team” making over 2 millns lines of code) and tech has improved much since while the game didn’t age well (visually, and functionality/compatibility).

    http://en.wikipedia.org/wiki/Asheron%27s_Call

  • jayremy

    I think the benefit strictly for niche games comes from the fact one big competitor, WoW. Nobody can make a great triple AAA MMO to compete with the “we have everything too” without dishing at this point hundreds of millions of dollars in production costs alone. Every year WoW has existed it has grown in development, though peaked is vastly popular.

    Newly released games are disadvantaged by time and money. WoW has used its profits to keep it going, nobody (in mass) is going to have the patience of “putting up with” with a new MMO as it grows to get fulfilled, large and improved.

    Look at SWTOR for example, they still lacked much at launch. If they spent another year on development before launch yes the game would’ve been better and it is easy for armchair designers to say wait, but when every day is thousands upon thousands of dollars in production costs, they need confidence and to bring in funds to keep the game going. Unless Bioware learns how to freeze time, they will never be able to dish out an extra 5 years of development gap to match something like WoW unless by extreme production speeds.

    It’s not to say niche games are better to make, as a say all, cure all but making broad appeal games are at an extreme cost and handicap to do right/successfully (at least in our – the gamers minds).

  • http://twitter.com/TheOpapanax Most Morbid One

    J. Winter makes an interesting point having specialized games when he made the Star Wars reference, but honestly the tihng is with me and how I feel game design for future needs to head. Is that these types of things are considered in the core MMO design. With something for instance like Star Wars: The Old Republic; I’d want the team to maintain the steady focus and push for innovation in are parts of the game that it plans to implement.

    The Space combat is SWTOR clearly did not have the same overall passion and dedication as the storyline, cinematics or voiceovers. I’m not saying that these parts of the game were designed with the thought of them failing outright. but it feels as when these things were truly considered that the vision of a next generation feel did not come into consideration. It seems to me as a former player and from a more extrospective look as someone who enjoys game design. Come off with the feeling these things were more or less taped on as a sort of bandage to try and expand the experience in SWTOR.

    It is far and clear that the space combat currently would be plausible as a standalone concept. There’s no true innovation that would warrant such dedication from a player or investor for that part. I’m not saying it was meant to be at all, but I’m trying to get at the real dedication to the design of secondary and tertiary features just weren’t on with the primiary ones (i.e Huttball).

  • Jado Cast

    Looks like a great game, but I hear it will be years before making it to NA. :(

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