game effects resources - author/researcher neils clark's cv and consulting info

The Nomad Effect: Is MMO an All or Nothing Game?

The BBC’s article “Beating Warcraft at its own game” featured game developers intent on snatching up a share of the alluring MMO market. But can two successful MMO games co-exist, or is it really all or nothing when it comes to attracting customers to MMO worlds?

In many ways, World of Warcraft (WoW) got to its point of dominance by something I’ve called the nomad effect, or gamer tribalism. Players migrate from game to game in packs. The bulk of the gamers out there have traditionally moved in packs, fused together by bonds made in and outside of these games. Social bonds are an overwhelming force behind one person’s choice to move from one game to another, or to pick it up in the first place. For core gamers, trust, responsibility and reputation, identified by Jakobsson and Taylor, fuse groups of players together. This is where Warcraft is going to have the high ground in the months to come. Many core players are working their fingers to the bone, often playing more hours in a day than they go to work or school. For their investment to pay off, they’ve got to be able to trust dozens of other like-minded players, and these bonds of online trust, responsibility and camaraderie create groups that are almost reminiscent of nomadic desert tribes. If the tribe, or even sometimes one leader, decides that the more fertile valley is over yonder, for instance in Age of Conan or Lord of the Rings Online, rather than WoW, then it’s highly likely that the bulk of the group will go.

One or two stragglers may have their own reasons to resist, as is evidenced by those still mulling away on such worlds as Star Wars Galaxies (SWG) and Everquest. The world still holds something for them.

When Warcraft hit the scene, it pulled together many tribes of wandering gamers. At that time, no one game really had a substantially larger audience. Through a recognized brand, great exposure, an attractive game, and beta testing which worked more like a viral marketing campaign, WoW’s team was able to excite key decision makers in the guilds and groups of a dozen other MMO games, from Dark Age of Camelot to Asheron’s Call. I was playing SWG at the time, and I can’t recall a single guild leader who hadn’t been a part of the closed, invitation-only beta. At the time, Sony Online had been making some devastating changes to SWG, which had disenchanted many players. This made it easier for a number of people to greatly anticipate WoW’s open beta, which many participated in. When it came time that WoW officially released, there reached a tipping point. Old friends as well as established guilds decided to meet in certain servers. As time went on, the popularity of the game very quickly prompted others to make it their first MMO. The thousand nations of the Persian Empire poured into the Warcraft.

So can something a little bit more Spartan persuade gamers? As WoW neared its Burning Crusade expansion, a great many people had been feeling burnt out on Warcraft. The endgame raiding had taken a serious toll on gamers, in no small part due to the negative features inherent to 40 man raiding. In my own research, such raids appeared to be the single largest cornerstone to an overwhelmingly negative addiction. In fact, I knew a great many gamers who were ready to switch, though just lacked a compelling game to switch to. They were heartbroken when Dungeons & Dragons Online (DDO) failed to deliver, for them, a quality experience. And now that WoW’s expansion pack has arrived, been digested, and players have eaten their fill, WoW might just be vulnerable. The special equipment and “phat lewt” that core gamers worked 2 years for is now obsolete, Karazhan, Blizzard’s latest take on raiding, is becoming just as demanding as the old 40-man dungeons, and there are really only a few “fresh” elements left to WoW. There’s no doubt that each of the upcoming blockbuster MMO games will take at least a few “gamer tribes.”

But will it be enough? Lord of the Rings Online’s has reached a reported 1 million pre-orders, though not all of their reviews have been stellar. Contrast this with Blizzard, who, in early January, sold 2.4 million copies of their Burning Crusade expansion on its first 24 hours. Age of Conan promises to attract a mature crowd, which is a welcome notion for any MMO enthusiast over the age of, say 12. These games all have their fancy hooks and lures, but in order to beat out Warcraft, what these games really need is players. Creative marketing and luck wouldn’t hurt, but the name of the game is players. This is because everybody knows someone who plays Warcraft. Even if we’re all, as the PARC research center suggests, “alone together,” it’s nice to think that we might occasionally grind with our wife’s level 70 night elf (trust me, that’s completely non-dirty gamer lingo).

Unless Blizzard decides to do something completely rash, then Warcraft probably won’t join the ranks of the gamer ghost-towns any time soon. Games like DAoC, Everquest and SWG have holdouts, but that’s really what they are. They’re people who just aren’t leaving, whatever their reasons. Then there are games like Final Fantasy XI, Eve Online, and City of Villains. They’re popular because they give players a targeted and specific experience. Yeah, they’ve got people, but they won’t be contending with WoW any time soon. Warcraft isn’t ready to hemorrhage its players.

If and when the world does deflate, Blizzard has only to remember that they’ve made billions, and unlike many other gaming companies should now enjoy an unprecedented level of creative freedom. No pressure guys, but your upcoming Starcraft game had better be awesome. That said, even after the demise of Warcraft, the MMO wave will not have broken. In Korea, the most wired country in the world, gamers are overwhelmed with more MMO games than ever before. MMOs are seen by Korean developers as the savior of the genre, because unlike traditional games they’re much harder to pirate.

While these games are profitable, is the American market big enough for two of them? Conan and LOTR are definitely going to make money. Gamers are going to get their feet wet, and they’re going to go kill rats, or whatever you do for fun. Regardless of the efforts put into Star Wars Galaxies, too many core gamers and tribal decision makers have too many bad memories. Only a brand new Star Wars MMO will bring people back. What the games releasing in the next few months are likely to do is to pull off a few tribes, more or less 20% of WoW’s US subscriber base. What that’s going to do is to make it easier for a game released a little bit later, probably Christmas 2007, to siphon off enough Warcraft gas. Then again, it might be a little bit before Christmas. Watch the releases of Pirates of the Burning Sea and Warhammer. Also, in the longer term, keep an eye out for Bioware’s super secret MMORPG, currently under development at their new Austin studio.

Though the gamer tribes of the world are always in constant motion, the playing field favors one big MMO. This is an all or nothing game.

3 Responses to “The Nomad Effect: Is MMO an All or Nothing Game?”

  1. on 01 Jun 2007 at 6:22 amAndy

    After playing wow for over 2 years the next mmo has got to be pretty special to leave wow. The group of people that i play wow with have been playing together for over 4 years in various games, Planet side, Everquest, AvP etc… WoW brought all the players from these different games to one single game.

    Over 2 years ov wow, some games have taken some of the players away , Oblivion, Lotr, Guild wars… but the players have not got the same excitement or enjoyment and have come back.

    The down side of WoW has been the 10 man instances … While the 40 man raids of wow, before Burning crusade came out, broguht Guilds together, the 10 man system has split them up. The casual gamer has been left on the side lines to only enjoy a small amount of the new content.

    ps, i found your site from PC gamer, June 07.

  2. on 02 Jun 2007 at 9:40 amNeils Clark

    rofl! It’s been such a funny side-note - I had no idea that there were different PC gamers in the UK and the US! I had been looking high and low here in the states! I’m glad you found me, because that’s a good comment.

    But what I think is cool is how gamers DO seem to stick together - What is it about some groups that keeps them together through EQ, AC2, DAoC, SWG, WoW, etc?

    WoW has pulled in a lot of players, but now that we’re all epic, socketed and getting tired of heroic instances, how much longer before something grabs us? Will WoW pull something new out of its sleeve, or will guilds like yours stick together?

    There’s also friends - I’ve got a lot of awesome online friends on the servers I’ve played in, not just guildmates and RL friends. Can guildmasters take entire guilds to new games - or would it be easier if everyone played one big game again? Does it have to be another full-fledged WoW before people are going to make the effort? If so, WoW is probably going to have to melt off into a few other games first.

    And what about single player games?

    There’s a lot going on here, I really appreciated your comments Andy.

  3. on 02 Jun 2007 at 7:51 pmLeah (aka Villainelle)

    Hey Neils, found your site via wowdetox.com, which I was reading in idle curiosity after 8 months of being free from my former addiction. :P

    I’ve been casually looking for a low-maintenance online game to play after completely leaving WoW behind, and LotRO is the first one to really intrigue me. Someone on some forum, somewhere, made a pretty insightful comment (paraphrased):

    WoW tries to be too many things at once, and Blizzard is forced to balance PvP with PvE, which results in screwy game mechanics.

    The poster then posits that since LotRO is very similar to WoW but primarily PvE-oriented, the game doesn’t need to balance each class against one another, nor is there the pressure of competition and keeping up with the Joneses etc. within the playerbase. (LotRO’s PvP apparently consists of players vs. player-controlled monsters, and I assume the monsters are provided as-is.) I can see this removing a lot of the drudgery of grinding, raiding, and competition from WoW, which in turn should alleviate the incidence of game addiction.

    Honestly, I think that may someday be regarded as WoW’s biggest failure: truly balanced PvP has thus far only been found in online FPS and RTS games, where the only advantage that your time investment in the game gives you is familiarity–as it should be. RPGs, by nature, just don’t provide a level playing field, and attempts to force it lead to irritating nerfs and encourage the playerbase towards lootwhoring to overcome inconsistencies and disadvantages…which promotes grinding…which makes the playing field uneven…etc. Vicious cycle!

    Truly balanced, fair, SKILL-based (instead of time-investment-based) PvP requires some arbitrary limitations imposed beforehand. This is not what RPGs are about. Mixing the two has resulted in WoW’s grindfest: PvE needs to be balanced for PvP which needs to be balanced for PvE which needs…ad infinitum. I find it really bizarre that Blizzard could on the one hand create Starcraft, a wonderfully balanced, skill-based, competitive online RTS, and on the other hand WoW, which attempts to merge balanced PvP with rewarding PvE and character progression etc., yet falls short of both.

    I haven’t had my finger on the WoW “community’s” pulse since I quit, but judging from the deep frustrations I and other raider had already felt for a long time even THAT long ago, I believe your “melting” scenario is the most probable fate for WoW: those players who are most interested in real skill-based PvP will bleed off to Starcraft II, Team Fortress 2, and other FPS/RTS online games, while those interested in the classic RPG/PvE aspects will go to LotRO, Conan etc. once they burn out on WoW.

    Regarding tribe mentality, I think part of WoW’s success lies in its novelty: this is the first MMO–indeed, sometimes even the first game, or at least non-console game–for many of its subscribers. In turn, these players have lost their innocence to WoW, and I don’t think they’ll swallow another glorified chatroom/grindfest so easily again, no matter how slick and polished. There is no reason that an online game cannot be more fun than work while retaining subscribers. Timesink/grindfest design is just the lazy way out, and I think WoW has milked the uninitiated fairly dry in that respect. MMORPG developers need to take a cue from Starcraft, Counterstrike etc. and figure out why balanced, gear-free (or close enough) PvP is so fun, as well as analyzing what makes RPG series from the Elder Scrolls’ complete open-endedness to Final Fantasy’s masterful linear storytelling so compelling.

    Awesome site, btw. :D

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