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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds 190<br />

190<br />

U L T I M A T E G A M E D E S I G N<br />

Saturation Concerns for the MMOG<br />

Most of the MMOG titles utilize a subscription service model. A player purchases the<br />

<strong>game</strong> at retail, installs the <strong>game</strong>, and must pay a monthly fee to continue to have access<br />

to the <strong>game</strong>. This has an obvious limit. How many <strong>game</strong> subscriptions will any<br />

one player maintain? Zero? One to three? You’re not going to get very far by tacking<br />

on a subscription fee to every single MMOG experience that becomes available to<br />

players. This points to a saturation problem for MMOGs, since only the most dedicated<br />

players forming a much smaller audience may subscribe to a few subscriptionbased<br />

<strong>game</strong>s.<br />

One solution might be to “package” several MMOG subscriptions together and<br />

offer the player a choice of which particular titles they would like to play for a package<br />

price. Much thought has gone into several solutions along this line. In order to<br />

pay for MMOGs, publishers are eager to find ways to attach a subscription-oriented<br />

fee, yet this would seem to indicate that only a few titles could survive.<br />

Despite this fact, many publishers are trying to capture an audience with an<br />

MMOG. The titles available vary in quality, for a number of reasons, and many are<br />

fighting just to stay afloat. One thing seems certain: no one really believes that <strong>game</strong><br />

players will pay for large numbers of subscription-oriented <strong>game</strong>s simultaneously.<br />

Pure Production Risks for the MMOG<br />

The cost of developing, deploying, and maintaining an MMOG can be astronomical.<br />

The risk level is very high. If a <strong>game</strong> publisher pours millions of dollars into an<br />

MMOG, only to have it fail to find an audience, that <strong>game</strong> publisher may not be<br />

around to make another <strong>game</strong> of any kind tomorrow. It seems that publishers regularly<br />

look at the success of Everquest, as an example, and hope to replicate the revenue<br />

stream created by having a successful subscription-based <strong>game</strong>. However, the<br />

risk and expense in building such a title are enormous. Only by taking that risk with<br />

a considerable budget and team composition in place were the developers of<br />

Everquest able to deliver. This did not happen overnight. It took time for subscribers<br />

to find and fall in love with the <strong>game</strong>, which is time other titles may not be able to pay<br />

for. If they don’t find an immediate audience, they will die off quickly.<br />

Everquest is now a good example of a soaring MMOG, but the competition to be<br />

“one” of the profitable MMOGs is intense. Consider The Sims Online by Electronic<br />

Arts (http://thesimsonline.ea.com/). This highly anticipated title, which was even<br />

featured on the cover of Newsweek, was developed at considerable expense to provide<br />

players with an MMOG version of the very popular Sims titles for the PC. It was<br />

a large risk, and has met with mixed results.<br />

There is little room for mistakes when development costs are this high, yet mistakes<br />

will be made. Let’s not mercilessly beat up the developers and publishers for<br />

trying to build an MMOG either. Don’t forget that MMOG development is gaming

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