Scott Hartsman's MMORPG Reflections


Written by: (@magickmann1) | March 6, 2013 2:16 pm

Scott Hartsman's MMORPG Reflections
6 Comments

MMORPG Exec Scott Hartsman Compares MMO Development to an “Arms Race”

Chat about the development of popular MMORPGs Rift and Everquest and you’re likely to at least mention the name Scott Hartsman. He’s been around the proverbial MMO “block” and has a few thoughts on where the MMO market as a whole may be heading. Hartsman shared those thoughts in a recent article for Forbes. While many of Hartsman’s points are certainly things involved MMO players are already familiar with discussing, I personally think there were a few viewpoints that weren’t even touched on.

Scott Hartsman took a broad look at the MMO game space and decided a few things. Rather than list the whole article here, let me bullet some of the points Hartsman made for you:

  • MMO development is an “arms race that no one can win, it’s not sustainable in its current direction.” Hartsman feels that no one wins in an environment where costs rise just as fast as gamer expectations.
  • “Subscription models aren’t going away, but the fact is we’ve hit the cap on players looking to embrace the subscription model and free-to-play models have really opened up doors to a new audience.”
  • While multiple pricing models may engage various audiences, it challenges companies into “finding business models that serve larger numbers in a fair way.”

While the article certainly didn’t blow the doors off of the future of MMORPGs or anything, I think Scott Hartsman did sum up some points nicely, even if those comments have already been discussed before (even on this very site) by many writers and even viewer comments.

There is one thing I think should have been mentioned though and Scott Hartsman didn’t even bring it up. While all of his comments focused on the gamers and the way they play and pay, very little was mentioned about the companies that make the MMORPGs we play (besides a brief nod to League of Legends and how easy creating an account there can be). I think an important part of this equation is the fact that most (certainly not ALL) MMOs released into the market now tend to try to “take” players from other games through an integration of popular features from previous games. Having the focus on the taking of players, rather than the creation of their own fan base,  continues the circle Scott Hartsman mentions where groups of friends jump from game to game. I would have liked to see some more comments based on the developer’s side out of an executive who knows that side of the business in and out.

What do you think though? Is Scott Hartsman dead on? Do companies share in the promotion of “game hopping”? What is the future pricing model that will ensure stability? It certainly is an interesting discussion, so let’s get it started below!

 


  • http://www.facebook.com/kevin.hawes.7 Kevin Hawes

    Creating your own fan base is tricky to do. You might start out really small, and increase your numbers a lot over time, but generally you see these kind of games not get so much as a few steps out the door before they become lost in the sea of games already released. They just don’t get a good foothold on the market by creating their own. IMO, that’s why you see more of them try and steal players from other games.

  • http://www.facebook.com/kyusoisawesome José Kyuso Vieira

    If a game is really good, solid and polished doesnt metter if its asian/western f2p/p2p, it will always have players

  • theunwarshed

    since there are no more “original” ideas, isn’t anyone developing any kind of product these days attempting to “steal” consumers away from something else?  even if you’re trying to bring non gamers into gaming, you”re still drawing them away from some other activity (like playing sports or reading a book).  some are more obvious (WoW clones) than others (LoL or EVE) at appearing to carve out their own niche in the market, but when you clear away the coffee house smoke, it’s all the same thing-one company trying to exploit/capitalize on a finite percentage of the market.  so, the answer to your question is, YES, game developers are complicit in “game hopping”. 

    how do you combat it?  you make a good game, superior to the average drivel, promote it competently and continue to infuse it regularly with good things for people to do.  neglect it, try to go cheap on the player base, and/or make stupid decisions and watch your players flock to a competitor’s game.  it’s really a simple formula.

    i’m glad for all of the choices we gamers have these days when it comes to the question of where to spend our gaming buck.  choice = healthy competition and better quality.  developers have to step up if they want to get paid.  they have to use all of that brain power to create something compelling and high quality for fear of losing out to a competitor.  try to make some cheap knock off these days and your game won’t even get off the floor.  look at f2p games, they used to be synonymous with “junk” and are now talked about with the “Triple A” label attached. 

  • Jeremy Keat

    Start agreeing to share programming code is what the companies need to start doing. Share and distribute AI as open source, it will only help EVERY company get past the big problems of developing good solid AI for their games along with tons of other programming which takes many many long hard hours of experience programmers to do well along with eating up tons of testing.

    You can really tell the difference in gameplay between god AI and bad, and I have dabbled in mere 2d AI and making that interesting alone was a very tough cookie to learn. I spent as much time debugging as I did putting in code for the entire game I made to make 3 cheesy boss AI code.

    When people get put at a baseline of resource, start up costs drop. Publishers may not like it because companies become less dependent, but developers shouldn’t be as worried about protecting such things til the bitter end. Of course there may be some pseudo thieves out there but people with a full studio behind them or mostly through a project shouldn’t have to worry about being beat to the punch.

    On top of the fact, great games benefit all gamers which often includes developers, it expands the market and nobody loses when games keep getting better, even if though they may be competing.

  • derp

     world of warcraft did fine because it was a fad and because it got such high subscription numbers the popularity kept it sustainable. now that other companies have caught up in the MMO arms race as he calls it, the market has been flooded in a way. these games are aimed at people who want to almost make a hobby/lifestyle of JUST their game. but as they become more common the fads come in and out more rapidly. the market will settle itself out eventually, but it probably wont be as impressive as it used to be.

    i personally wish small online party based rpgs would make a comeback instead. i would really like to see a boom of games like neverwinter nights and monster hunter. im really looking forward to soul sacrifice, monster hunter 4, and dark souls 2. I think those types can be made with high quality and polish, can be easily expanded upon, and are much more easily sustainable.

  • Kevyne_Shandris

    He’s pretty right about the MMO model as it is, as players search for a game that fits into their play style.

    I’m looking for a PvE only and crafting heavy MMO. I play PvP from time to time, but prefer to keep that to FPS games, and MMORPGs to be about RPG and character development.

    Until then it’s game hopping to try to find a better game in how I like to play — not Joe Schmoo raider; or John Doe PvPer too old school.

    I loved how RIFT gave us dynamic events, but I don’t like the Asian style animations (anime stop motion quality). Keep returning to WoW despite I’m tired of the same routine, but the visuals are more Disney like (flicker free and free form) and easier on the eyes (really devs look into those animations, they appear so cheap).

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