Massively Multiplayer Online
Which M, do you ask? The M for Massive.
Massive can and should be interpreted in more than one way. You and I both think that Massive refers to the amount of players in a single game. I believe somewhere within the last year or two the definition of Massive in MMO has changed and none of us even noticed.
Today Massive refers more to the amount of MMO genre games and less about the amount of players actively playing each of these games. I’ve lost count a long time ago, but we’ve seen dozens if not hundreds of self-proclaimed MMO’s being released during the last couple of years (just take a look at the Google Ad on the right side of your browser, there’s a good chance it’s showing you a new MMO you’ve never heard about).
We all know the major names in the MMO business, WOW, EQ2, DAOC, EQ1, UO, AC, etc (notice I go backward in the MMO timeline?). Going forward we see the same amount of players suddenly spread thin across exponentially more MMO titles. Popularity and subscription base has generally increased throughout the previous MMO time-line up until we reach WOW. Thanks to the success of these MMO’s we have seen a dramatic increase in new MMOs, albeit with less innovation, game-play, features, and marketable content. Yes, it’s true that the most recent and very successful MMO’s (WOW being a good example here) have reached a wider audience, drawing in those who would have otherwise never touched a computer game. This helps level the playing field between amount of available players and amount of available MMOs, but once we reach the top of the growth potential for new MMO players we start seeing a decline in players per MMO.
What’s next on the horizon for MMOs? A decline in quality is already present. Soon it’ll be time for something new. The fact that we are still stuck with the majority of MMOs focused on the Fantasy genre has me curious. I’m sure there’s plenty of room for some innovation here, more sci-fi, more First-Person MMO, etc. And of course let’s not forget the otherwise widely untapped market of Game Console based MMOs.
I believe a lot of this explosive growth in MMOs is what is causing many of them to end up in the trash binn after only a year of two of live game-play. I could name a few that have ended up in the same bin, Auto Assault, Tabula Rasa, etc. Both innovative ideas and neither successful enough to stay afloat.
It’s quite possible the reason we see a lot of free-to-play MMOs with attached real-money item shops (free to play, but you have to spend real money on the items to get the good gear, for example), is because gamers are more reluctant to spend a monthly fee on a MMO that may or may not be there in a year. It’s almost like the MMO genre bit the hand that fed them and is having to expand on their ideas to get players to even try out their games. The explosive increase in sub-par MMOs resulted in less trust in the gaming community, which lead to lower subscriptions, which lead to item shops/item malls, which lead to player unrest, which lead to……?
Where do you think the MMO genre is going next? Less quality and more quantity? Innovation? Multi-platform?