Before you start building the ultimate MMO, you should accept that "MMO" is a technology, not a game design. It still feels like many MMOs are trying to build on the fundamental designs established by UO and EQ in the late '90s. In the heyday of Doom and Quake we all eventually realized that "3D" was a technology,
distinct from the "FPS," which was a game design. It's time we accepted that for MMOs as well. We are finding ways to overcome many of the limitations of the technology that dictated the early MMO design, such as Internet latency and limited global scalability. These improvements can enable a new class of online games that
break out of the traditional MMO mold and explore new territory. It can be a daunting proposition to willfully walk away from what seems to be a "sure thing" in game design, but lack of differentiation is probably the number one reason that MMOs fail, so we all need to leave the comfort zone and start innovating,
or risk creating yet another "me too" MMO.
According to James Phinney, lead designer of StarCraft and Guild Wars, every great game starts with one question: "What do I want to play next?". This may seem an obvious statement, but his point is that designers are often asked to make a game that is specifically designed to be "better" than a successful game from a competitor, rather than making a game that is exciting and new. How many designers have been asked to make a "GTA killer", or a "Guitar Hero killer", or a "WoW killer"? I personally have heard numerous designers and producers working on unreleased MMO projects describe their game in these terms: "It's
like WoW, but..." I just shake my head when I hear this, because the team that is best poised to deliver a successful game that is an evolution of WoW is... well, the WoW team. They've got their thing, and they're good at it. Let's all carve out our own thing, and be the best at it. Truly great games are made by passionate teams who are on fire with the notion of changing the industry. If you are aiming at a competitor rather than aiming to make something fresh and innovative, you've lost.
When he hears me exhorting developers to innovate, Eric Flannum, the content design lead on Guild Wars and lead designer of Sacrifice, is quick to point out that it's not enough to be different ¨C it also has to be better. His point is that change, just for the sake of change, is not necessarily a good thing. Sometimes designs endure and genres emerge for good reason, and arbitrarily changing things that work just so you
can label your game as innovative can lead to failure as quickly as producing a generic also-ran. His point is scary for me, because it's easy for me to look at something and criticize it for being nothing new, but I don't have the design talent to walk the fine line between innovation and alienation. Very few
people do, and the ability to do so is the hallmark of a talented designer. While a game can be successful by refining and polishing an established design, most successful games are created with this principal of "structured innovation" and give players a sense of something new and exciting, while still being accessible and familiar.
Article Source:www.guildwars.com.