There’s an interesting discussion of some issues pertinent to MMORPGs in the Space Sim thread. One thing that comes to mind is that any MMORPG with a major market license is going to be facing a Catch 22. On the one hand, major licenses are usually based on intellectual property that has a very devoted following. In the case of most genres that would be used for games (sci-fi & fantasy mostly) the devoted following is often very hardcore, to the point I would call them grognards. There are obviously Star Wars grognards, and Star Trek fanatics, and LoTR purists, and so on. So if you have one of these licenses then the hardcore fans are going to have very high, and very specific expectations about how the license is implemented. In the Space Sim thread there is discussion of the Jedi issue. I recall from the aborted LoTR MMORPG that there was a serious issue about limiting magic, limiting the number of elves, and so on. And if you had a Star Trek MMORPG there would be very serious issues about “how to do Klingons right, how to do Vulcans right” etc. So any game with one of these licenses is going to have to deal with some very hardcore expectations and limitations.
On the other hand, (and this is the catch 22) these licenses are valuable (and hence expensive) because they have mass market appeal. Game developers have to fork over a hefty consideration to get these licenses, and then hope to sell enough subscriptions to the mass market to make a profit. However, the mass market subscribers will by and large not be hardcore, fanatical, grognard types. For every Trekker who knows Klingonese there are 1000s of Trek fan who just think Lt. Worf is a stud or who like the “adventure in space” stuff.
And here’s the key to the Catch 22: because these major licenses are expensive, the devs don’t have the option of choosing to make a niche game to appeal to the purists only. They MUST make a game that sells to the mass market. The SWG team has talked about expectations of a million users subscribed - if that happens, I can assure you the mast majority of those paying customers will NOT be hardcore Star Wars fans.
Look at the massive success of the FoTR movie: although many of the viewers were readers of the series, the movie also drew large numbers of non-readers (actually sales of the books have been massively enhanced by the movie: a lot of folks who never bothered to read LoTR are doing it now). All of the non-readers, and most the readers would not count as LoTR purists. BUT when the LoTR MMORPG was in development it was the purist mindset that controlled the initial design. When the companies capitalizing the project realized this, they (wisely, from a market standpoint) pulled the plug.
This is going to be an issue with SWG and with LoTR if they ever get a game going, and with Trek if they ever do an MMORPG, and with almost any seriously successful license.
The devs typically justify their reliance on the hardcore types by saying MMORPGs thrive on community and the hardcore types are the ones who create the guilds, websites, and fora that establish community. That’s probably true but I really wonder what’s going to happen when the “unwashed masses” of SWG players enter these “communities” to be told “hey you cretin, you can’t be a Jedi”. How long is the community going to last then and whats going to happen when hundreds of thousands of players decide that “all this stupid crap” is getting in the way of enjoying their fifty bucks worth of gaming?
I am actually looking forward to being a spectator as SWG release b/c I think as the first truly major mega-license to hit the MMORPG scene, with really heavy backing, it will be a huge test bed for a number of issues. Including this one: how DO the devs integrate the hardcore expectations of the purists with the entertainment expectations of the mass market? Keep in mind of course that b/c these licenses are EXPENSIVE, choosing to just make a niche game with a major license is not a viable economic option.
Daniel Ban aka Sharpe