<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Are MMOs Limited By Their Scale?</title>
	<atom:link href="http://blog.weflyspitfires.com/2009/08/15/are-mmos-limited-by-their-scale/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.weflyspitfires.com/2009/08/15/are-mmos-limited-by-their-scale/</link>
	<description>A blog about MMORPGs like World of Warcraft (WoW) and Everquest 2 (EQ2)</description>
	<lastBuildDate>Sat, 18 May 2013 23:06:21 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Duane</title>
		<link>http://blog.weflyspitfires.com/2009/08/15/are-mmos-limited-by-their-scale/comment-page-1/#comment-9144</link>
		<dc:creator>Duane</dc:creator>
		<pubDate>Thu, 20 Aug 2009 21:21:08 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=1455#comment-9144</guid>
		<description>I actually do have something in response to this. If you&#039;re really going all the way and making a game, Make the gameplay awesome and the graphics average, or even bad, by today&#039;s standards.

Game Creators need to realize that graphics don&#039;t make the game, they simply limit the players. Sure, if you think it looks like life, you&#039;re more likely to believe it, but as you&#039;re running through some random dungeon at 4 FPS, you realize it&#039;s not worth it to sacrifice gameplay for graphics.

I guess my point is to make whatever game you find necessary, don&#039;t overhaul the graphics to make it special, but make it your own.</description>
		<content:encoded><![CDATA[<p>I actually do have something in response to this. If you&#8217;re really going all the way and making a game, Make the gameplay awesome and the graphics average, or even bad, by today&#8217;s standards.</p>
<p>Game Creators need to realize that graphics don&#8217;t make the game, they simply limit the players. Sure, if you think it looks like life, you&#8217;re more likely to believe it, but as you&#8217;re running through some random dungeon at 4 FPS, you realize it&#8217;s not worth it to sacrifice gameplay for graphics.</p>
<p>I guess my point is to make whatever game you find necessary, don&#8217;t overhaul the graphics to make it special, but make it your own.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dblade</title>
		<link>http://blog.weflyspitfires.com/2009/08/15/are-mmos-limited-by-their-scale/comment-page-1/#comment-9100</link>
		<dc:creator>Dblade</dc:creator>
		<pubDate>Tue, 18 Aug 2009 04:16:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=1455#comment-9100</guid>
		<description>I&#039;m not to sure. Even with the ability to license an engine, it hasn&#039;t helped sports games or even FPS to generate smaller, niche titles that are as equally compelling as larger ones. And I don&#039;t think criware or adx had much impact in terms of the success of a niche based title.

I think what might work is for someone to make some form of backend engine-that instead of graphics, they automate or provide tools to maintain servers, support, billing, and troubleshooting. If they could automate the day to day aspects better and let the developers focus mostly on creating content, you could see more niche titles arise.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not to sure. Even with the ability to license an engine, it hasn&#8217;t helped sports games or even FPS to generate smaller, niche titles that are as equally compelling as larger ones. And I don&#8217;t think criware or adx had much impact in terms of the success of a niche based title.</p>
<p>I think what might work is for someone to make some form of backend engine-that instead of graphics, they automate or provide tools to maintain servers, support, billing, and troubleshooting. If they could automate the day to day aspects better and let the developers focus mostly on creating content, you could see more niche titles arise.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tesh</title>
		<link>http://blog.weflyspitfires.com/2009/08/15/are-mmos-limited-by-their-scale/comment-page-1/#comment-9089</link>
		<dc:creator>Tesh</dc:creator>
		<pubDate>Mon, 17 Aug 2009 18:46:07 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=1455#comment-9089</guid>
		<description>Two things:

One, middleware would be great.  The &quot;Hero Engine&quot; that Studio 38&#039;s Copernicus is being built on looks pretty decent, but WoW releasing their engine (not unlike the Unreal engine) would be a very interesting development for the genre.  It could arguably be the planned endgame of WoW itself, actually, once Blizzard has bled the population dry as much as possible with the game itself and released their &quot;next-gen&quot; game.

Two, devs need to start small and grow organically, rather than plan on starting big and getting bigger.  Three Rings (Puzzle Pirates), CCP (EVE) and King&#039;s Isle (Wizard 101) all started modestly, and have built their games up to reasonable success.  It&#039;s smarter to do that than swing for the fences trying to kill WoW, only to whiff and wind up in bankruptcy.  To be fair, high risk, high reward has its fans, but we&#039;ve seen that WoW is a freak success, not a solid indicator of what to expect from the genre at large.  It&#039;s one thing to think big, it&#039;s another thing entirely to gamble at the high stakes table.  Some people like that rush, but the house always wins in the end.  It&#039;s no way to build a game like an MMO that really needs long term planning to succeed.</description>
		<content:encoded><![CDATA[<p>Two things:</p>
<p>One, middleware would be great.  The &#8220;Hero Engine&#8221; that Studio 38&#8217;s Copernicus is being built on looks pretty decent, but WoW releasing their engine (not unlike the Unreal engine) would be a very interesting development for the genre.  It could arguably be the planned endgame of WoW itself, actually, once Blizzard has bled the population dry as much as possible with the game itself and released their &#8220;next-gen&#8221; game.</p>
<p>Two, devs need to start small and grow organically, rather than plan on starting big and getting bigger.  Three Rings (Puzzle Pirates), CCP (EVE) and King&#8217;s Isle (Wizard 101) all started modestly, and have built their games up to reasonable success.  It&#8217;s smarter to do that than swing for the fences trying to kill WoW, only to whiff and wind up in bankruptcy.  To be fair, high risk, high reward has its fans, but we&#8217;ve seen that WoW is a freak success, not a solid indicator of what to expect from the genre at large.  It&#8217;s one thing to think big, it&#8217;s another thing entirely to gamble at the high stakes table.  Some people like that rush, but the house always wins in the end.  It&#8217;s no way to build a game like an MMO that really needs long term planning to succeed.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gordon</title>
		<link>http://blog.weflyspitfires.com/2009/08/15/are-mmos-limited-by-their-scale/comment-page-1/#comment-9078</link>
		<dc:creator>Gordon</dc:creator>
		<pubDate>Sun, 16 Aug 2009 17:17:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=1455#comment-9078</guid>
		<description>I like the idea of having different rulesets for different servers. This is something that EQ has actually leveraged quite well as they&#039;ve tried lots of different types of servers to help keep the game refreshing.

Of course, there&#039;s something quite amazing about the single EVE-type server. It&#039;s very cool knowing that everyone exists in the same universe and any action one person has may effect everyone else.</description>
		<content:encoded><![CDATA[<p>I like the idea of having different rulesets for different servers. This is something that EQ has actually leveraged quite well as they&#8217;ve tried lots of different types of servers to help keep the game refreshing.</p>
<p>Of course, there&#8217;s something quite amazing about the single EVE-type server. It&#8217;s very cool knowing that everyone exists in the same universe and any action one person has may effect everyone else.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gordon</title>
		<link>http://blog.weflyspitfires.com/2009/08/15/are-mmos-limited-by-their-scale/comment-page-1/#comment-9077</link>
		<dc:creator>Gordon</dc:creator>
		<pubDate>Sun, 16 Aug 2009 17:13:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=1455#comment-9077</guid>
		<description>I guess it&#039;s all boils down to the finances and what sort of return companies are looking for on their investment. I don&#039;t know how much Wizard 101 cost to make but it if was a smaller, more reasonable amount then they could be more innovative with their cost model. However, look at SW:TOR - with it being fully voiced, you can just imagine the amount of cash they are pouring into it and how much they will expect it to make to be a success. Little chance of it ever going F2P :(</description>
		<content:encoded><![CDATA[<p>I guess it&#8217;s all boils down to the finances and what sort of return companies are looking for on their investment. I don&#8217;t know how much Wizard 101 cost to make but it if was a smaller, more reasonable amount then they could be more innovative with their cost model. However, look at SW:TOR &#8211; with it being fully voiced, you can just imagine the amount of cash they are pouring into it and how much they will expect it to make to be a success. Little chance of it ever going F2P <img src='http://blog.weflyspitfires.com/wp-content/plugins/tango-smilies/tango/face-sad.png' alt=':(' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gordon</title>
		<link>http://blog.weflyspitfires.com/2009/08/15/are-mmos-limited-by-their-scale/comment-page-1/#comment-9076</link>
		<dc:creator>Gordon</dc:creator>
		<pubDate>Sun, 16 Aug 2009 17:11:12 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=1455#comment-9076</guid>
		<description>Awesome. I think this sort of thing has huge potential. If a generic MMO engine was customisable enough and very stable, then I could imagine it being very appealing for games companies to use. I get the impression that reworking existing engines (such as the Unreal one) to make them MMO compatible is a heck of a lot of work.</description>
		<content:encoded><![CDATA[<p>Awesome. I think this sort of thing has huge potential. If a generic MMO engine was customisable enough and very stable, then I could imagine it being very appealing for games companies to use. I get the impression that reworking existing engines (such as the Unreal one) to make them MMO compatible is a heck of a lot of work.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Professor Beej</title>
		<link>http://blog.weflyspitfires.com/2009/08/15/are-mmos-limited-by-their-scale/comment-page-1/#comment-9074</link>
		<dc:creator>Professor Beej</dc:creator>
		<pubDate>Sun, 16 Aug 2009 16:50:04 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=1455#comment-9074</guid>
		<description>I think the best way for small publishers to get into the market is with F2P games that work off of systems like Wizard 101 or the upcoming DDO.  Being free will undoubtedly draw in players, who are then more likely to throw &quot;pennies&quot; at a game rather than be confined by a subscription fee.  If the subscription fee, like in Wizard 101, is low enough, it will feel like pennies, but actually substantially help the game stay afloat.</description>
		<content:encoded><![CDATA[<p>I think the best way for small publishers to get into the market is with F2P games that work off of systems like Wizard 101 or the upcoming DDO.  Being free will undoubtedly draw in players, who are then more likely to throw &#8220;pennies&#8221; at a game rather than be confined by a subscription fee.  If the subscription fee, like in Wizard 101, is low enough, it will feel like pennies, but actually substantially help the game stay afloat.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brian 'Psychochild' Green</title>
		<link>http://blog.weflyspitfires.com/2009/08/15/are-mmos-limited-by-their-scale/comment-page-1/#comment-9072</link>
		<dc:creator>Brian 'Psychochild' Green</dc:creator>
		<pubDate>Sun, 16 Aug 2009 09:07:43 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=1455#comment-9072</guid>
		<description>Originally &quot;massively&quot; was intended to separate these games from (mostly FPS) games that could only serve 16 people at a time.  So a game that &#039;only&#039; serves 100 people still qualifies under the original intent of the label.

I think that smaller games do get overlooked, though.  In &lt;i&gt;Meridian 59&lt;/i&gt;, the smaller servers meant you were part of a much tighter community, in general.  A new name on the server was easily identified.  (Unfortunately, this usually meant the person was suspected of being an alt looking to spy on enemies....)

One thing I&#039;d love to see more of is games with different rules sets.  You see a bit of this with different PvP server rule sets in some games.  Different PvE rule sets would be interesting.  Perhaps a server where killing monsters gives more xp than quests, for example.  This is impossible in a &quot;shardless&quot; system like &lt;i&gt;EVE Online&lt;/i&gt;.</description>
		<content:encoded><![CDATA[<p>Originally &#8220;massively&#8221; was intended to separate these games from (mostly FPS) games that could only serve 16 people at a time.  So a game that &#8216;only&#8217; serves 100 people still qualifies under the original intent of the label.</p>
<p>I think that smaller games do get overlooked, though.  In <i>Meridian 59</i>, the smaller servers meant you were part of a much tighter community, in general.  A new name on the server was easily identified.  (Unfortunately, this usually meant the person was suspected of being an alt looking to spy on enemies&#8230;.)</p>
<p>One thing I&#8217;d love to see more of is games with different rules sets.  You see a bit of this with different PvP server rule sets in some games.  Different PvE rule sets would be interesting.  Perhaps a server where killing monsters gives more xp than quests, for example.  This is impossible in a &#8220;shardless&#8221; system like <i>EVE Online</i>.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mark Buchholz</title>
		<link>http://blog.weflyspitfires.com/2009/08/15/are-mmos-limited-by-their-scale/comment-page-1/#comment-9069</link>
		<dc:creator>Mark Buchholz</dc:creator>
		<pubDate>Sat, 15 Aug 2009 16:38:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=1455#comment-9069</guid>
		<description>Great article. I think the kind of productions you expect will arise with the new technologies running 3d from a browser and more players with different tastes becoming intetested and able to play this kind of games. Medium-Budget MMOs for example is what we do at Splitscreen Studios a the first example Pirate Galaxy. Scaling down the production cost and scope of mmo games is key to serve a more diverse audience.</description>
		<content:encoded><![CDATA[<p>Great article. I think the kind of productions you expect will arise with the new technologies running 3d from a browser and more players with different tastes becoming intetested and able to play this kind of games. Medium-Budget MMOs for example is what we do at Splitscreen Studios a the first example Pirate Galaxy. Scaling down the production cost and scope of mmo games is key to serve a more diverse audience.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jason</title>
		<link>http://blog.weflyspitfires.com/2009/08/15/are-mmos-limited-by-their-scale/comment-page-1/#comment-9066</link>
		<dc:creator>Jason</dc:creator>
		<pubDate>Sat, 15 Aug 2009 13:01:20 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=1455#comment-9066</guid>
		<description>Obviously it is not WoW quality, but take a look at www.multiverse.net as they are attempting to do what you suggest: build a semi-generic client-server for MMOs that can be licensed.</description>
		<content:encoded><![CDATA[<p>Obviously it is not WoW quality, but take a look at <a href="http://www.multiverse.net" rel="nofollow">http://www.multiverse.net</a> as they are attempting to do what you suggest: build a semi-generic client-server for MMOs that can be licensed.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

<!-- Performance optimized by W3 Total Cache. Learn more: http://www.w3-edge.com/wordpress-plugins/

Minified using disk
Page Caching using disk (enhanced) (user agent is rejected)

Served from: blog.weflyspitfires.com @ 2013-05-19 04:07:05 -->