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Cinematic Computing
GameSpy
The History of MMOGs
The Pioneers
Designing for the Hordes
2003 MMOs
MMOs: Building Whole Societies
The Branded Worlds
2004 and Beyond

GameSpy - Week 6
Title:   The Branded Worlds


From the Editors of GameSpy

Subtitle:   When licensed properties and online gaming collide
 
     
  • MMO: Massively Multiplayer Online…
  • MMOG: Massively Multiplayer Online Game
  • MMOPW: Massively Multiplayer Online Persistent World
  • MMORPG: Massively Multiplayer Role-playing Game

A darkened theater, a flickering movie screen. You, with a bucket of popcorn (and maybe a hot date) in hand. Action fills the screen. And in the back of your head, a little voice: "I want to do that. I want to live that. I want to be that." A smuggler firing a blaster at a rush of stormtroopers, a hero in armor making a last stand on a rampart overwhelmed with orcs...

We live in an age where comics books are made into movies, movies are made into console games, and console games are made into TV shows and collectable card games. Popular licenses are bursting out of their media. So it's no surprise that this feeding frenzy is attaching itself to the massively multiplayer gaming movement. A massively multiplayer environment allows gamers to explore a world more completely and interact with a license more intimately than any other kind of media. Plus, MMOGs are just 'stickier:' they keep people involved for months on end, keeping a license fresh for years. It's good entertainment, and financially attractive to people with hot properties.


The fields, forests, towns, and caverns of Middle-Earth are coming to a PC near you.

The rush is on. Star Wars Galaxies, released this past Summer, was only the beginning. Middle Earth Online


Middle Earth Online
is gearing up to bring The Lord of the Rings to life in ways that the movies couldn't dream of. The Matrix Online still secretive, is a real noodle bender: A virtual reality based on living life inside a virtual reality? Games that have been popular elsewhere are also making the leap to persistent worlds, classics like Warhammer, WarCraft, or Dungeons & Dragons.

Will this new breed of licensed games crack the market wide open? What properties lend themselves to epic social games such as these? Is the transition always smooth? We rounded up the usual, and not-so-usual suspects to find out.


Why Build an MMOG from a Licensed Property?

"A big name draws attention, it's really that simple," argues Sony Online Entertainment's Chief Creative Officer, Raph Koster. Koster's work as Creative Director for Star Wars Galaxies brought one of the most conspicuous of movie licenses to life. "Particularly with some of the licenses that are getting worked on today (Star Wars, Tolkien, D&D), you have worlds that people have loved and wished they could live in for decades now. They're worlds that we all grew up on, that we want to walk around in."

Christopher Taylor, the Vivendi Producer for Middle Earth Online, also lists audience appeal as a big factor when considering the business of marketing an MMOG. "The advantages of licensed properties ... are a lot like the advantages of licenses in traditional games," he says. "You get to play in well-known worlds... and you can get a lot more people to look at your game... Having a well-known name on your box means it's easier to sell it to the retailers and more likely you will have a casual shopper pick up the box."

So licensed games are easier to market. But are they any easier to develop? A big advantage is that the groundwork for the game is already set down.

Nobody knows this more than Jeff Anderson, the President and CEO of Turbine Entertainment software. Fresh from releasing the graphically advanced Asheron's Call 2, his company is working on two huge licenses: Middle-Earth Online, based on Tolkien's Lord of the Rings world, and Dungeons & Dragons Online, based on the classic pen-and-paper RPG. "One of the biggest advantages that a licensed property provides is letting the developers focus on making a good game without getting lost in the minutia," Anderson explains. "In many cases, the settings have been established, the monsters have been thought up, and so on. This allows us to roll up our sleeves and get to work on the stories, art, and adventures -- and making the game fun. Creatively, the team loves it."


Was Star Wars the perfect fit for an online game?

But is it too restrictive for the creative types? "It cuts both ways," Koster tells us. "You get a huge leg up on c


Star Wars Galaxies
ontent, on backstory, on all that sort of thing. The license itself often conjures up images of the gameplay, so some game design work gets done for you. But at the same time, sometimes the 'obvious gameplay' that a license suggests may not actually translate into something fun or balanceable." But such limitations can be overcome. "I liken it to a canvas that a painter works on," Koster continues. "If you're an artist, and all you have is black and white and a 3 inch square canvas, you can still make something great ... constraints can be good things, and licenses offer really interesting constraints, which can make for really interesting games." (He hastens to add: "It can make for sucky ones, too, but I don't think that is necessarily because of the license.")

Robin Dews, the General Manager of Warhammer Online Ltd., is hard at work bringing the Warhammer world to a massively multiplayer environment. Like the others, his company is dealing with creative assets that have been around for years, and admits it can be trying. "The team doesn't have the freedom to simply resolve gameplay or design issues by coming up with an invented solution," he explains. "It always has to be referenced back to the IP [Intellectual Property] to ensure that it remains coherent."


Developing from an existing property, like Warhammer, gives developers a leg up.

Will Wright, creator of The Sims Online is pragmatic about licensing content. "There's definitely a content advantage," he admits. "We had developed a lot of content and graphics that we were able to reuse [between The Sims and Sims Online]. But there's also a 'property expectation' disadvantage. I think a lot of people came in [to Sims Online] expecting a lot more freeform gameplay or a lot more control. I think it's a similar problem with Galaxies, they came in with a set of expectations


Warhammer
related to the Star Wars experience. But not everyone can be Luke Skywalker!"

Across the board, however, the advantages of licensing an existing game world outweighed any problems the developers are encountering. Dews is ecstatic. "We've often joked internally that Warhammer Online has been twenty years in the making, and that's because it sits astride a game world that has been in continuous development since the early 80s and that has spawned not only a tabletop battles game, but an impressive role-playing system, book, artwork, comics, fiction, miniatures, and of course computer games ... the dev team don't have to spend their time 'inventing' new material and generating yet another cod fantasy property." He continues: "The computer game market is simply saturated with indistinguishable fantasy and sci-fi clones and so having a world that genuinely has been developed over time and through a range of media does, I believe, give you a good head start."

Anderson, waist-deep in Middle-Earth Online development, put it even stronger: "If you think about it, it's like having J.R.R. Tolkien on your design staff."


What Games Lend Themselves to Massively Multiplayer Incarnations?

Just because a license is popular doesn't mean it lends itself to an online game world. Some of the most recognizable franchises around just aren't cut from the right mold. "Character pieces are tough," admits Galaxies' Koster. He cites an example from another Lucas property: "Much as I love the Indiana Jones movies, there's no sense there of it being an experiment in worldbuilding. I can see an MMO set in that time period with similar characteristics, but it wouldn't necessarily be an Indy game."

What types of licenses do work? "Rich, robust worlds are the best choice for these kinds of products," says Turbine's Anderson.
"The world needs to be well-developed with a detailed back-story, memorable places, unique races/classes and strong characters."


"It's like having J.R.R. Tolkien on your design staff."


Middle Earth Online

Will Wright likes to clarify the differences between games and other types of media. "Books and movies are by definition very linear properties, as seen from a single protagonist's point of view. That's very hard to put into an online world," he asserts. "What works is an environment, a place, something like a Disneyland, with no strictly narrative base. You want an environment laden with narrative opportunities. Something like Star Trek: When you think of Star Trek, you don't think of one particular plotline or even one particular group of characters."

Most agree that great licensed games have to be based on a sense of place, as opposed to character. Although Dews is working on Warhammer Online, he was quick to point out the advantages of the Star Wars universe: "[You need] worlds that have depth, breadth, detail, atmosphere, populated by cool characters but paradoxically also worlds that are not too tightly defined. Star Wars is a great license because although it has a narrative based upon the characters in the films, it also has a bigger back-story -- the conflict between the empire and the rebels -- that can sustain the involvement of a lot of players. That's why it has been able to support a whole range of games from X-wing onwards."

It's a difficult call to make. Among the biggest complaints for Star Wars Galaxies is that players never get to feel like the epic hero, the light-saber-swinging Jedi portrayed in the movies or single-player computer games. Middle-Earth Online might suffer from the same problems, as Dews describes: "at its core, it is the story of the key characters and their journey to Mount Doom. It is highly narrative and highly character-driven. This makes it much more difficult to offer up to thousands of players in an MMOG environment -- do they all have to get to Mordor?"


Anderson has some thoughts on the matter, which brings us to:



Books to Massively Multiplayer. Case Study: Middle-Earth Online

When filmmaker Peter Jackson set out to create epic movies based on the Lord of the Rings novels, he was forced to make some tough decisions: what scenes he could include, what he needed to accomplish visually, what had to be cut to keep the movies viewable in a single sitting -- tough stuff. The Middle-Earth Online team is facing similar challenges bringing the novels to life in a completely different medium.

Fortunately, they've got a rich fiction to work from. Not only can they tackle places that the movies didn't (such as the horrific Barrow Downs from the first book), they can also flesh out places that the fiction only mentioned in passing. "Middle-Earth Online gives us an opportunity to develop critical details only hinted at in the books, like where the Nazgul came from," says Turbine CEO Jeff Anderson.


"Middle-Earth Online can explore places even the books didn't visit in detail."


Middle Earth Online


Tolkien's prose, rich and descriptive, left generations of readers with very clear images in their heads of what to expect. Anderson isn't intimidated trying to bring this into the game world: "Ultimately, no matter what game you're making, you're always converting things from a printed page into something real. Usually the stuff on the page is written by a design team. In our case, The Lord of the Rings is written by one of the best authors of the 20th century."

Some design decisions just have no ideal solution. "A perfect example of this predicament is the size of the world. Some fans think that it should be 1:1 scale, taking months to cross in real-time. Others think it should be traversable in 10 minutes," Anderson tells us. "Clearly, someone is going to be disappointed!"

But then we come around to the sticky point mentioned earlier. Is the Lord of the Rings world driven by a small group of heroic characters? How exactly can that translate to an online community with hundreds of thousands of players trying to be the hero?

It was definitely a design concern from day one. "The solution is to embrace the full scope of the license," Anderson explains. "MEO might be a story about a small group of people but it touches the lives of an entire world. The Fellowship doesn't just drift through Middle-Earth, it brings chaos and turmoil wherever it goes. In our game, the Nazgul ride again, the Barrow Wights hunt for new sacrifices, Old Man Willow plots his revenge and the depths of Moria echo with screams of rage. With the Balrog fallen, there is a vacuum of power and ancient demos rise from the darkness to fill it. The players must choose -- do they wish to battle the Shadow as it closes behind the Fellowship or do they want to join it and vie for the honor of sitting by its right hand?"

A similar issue has been faced down by the most anticipated MMOG in recent years, Star Wars Galaxies.


Movies to Massively Multiplayer. Case Study: Star Wars Galaxies

Unlike books, movies come with built-in imagery. Generations of gamers have scenes of Star Wars burned into their heads: The rush of white-clad stormtroopers, the lines of the Millennium Falcon, the glitter of alien eyes surveying a smoke-filled cantina, the glowing blade of a light saber.

Dealing with such a powerful license in a format as intimate as an MMOG was tough. Raph Koster makes no bones about it: "Oh God yes. Fortunately, LucasArts was very involved and supplied all the help we could need. But even so -- making a virtual world of Star Wars is probably something that you can't ever get 'quite right' -- there's so many people out there with their visions of what it should be."


"No Jedi here? Dealing with a strong license can be a blessing and a curse."


Star Wars Galaxies

But the passion that people bring to a licensed game can help make it stronger. "It's a liability because you cannot mimic their dreams," explains Koster, referring to the Star Wars fan base. "But it's an advantage because their dreams are what bring them to the game, and then they bring their dreams to the game and it makes the game better."

Star Wars fiction presents a problem, however, in that -- even more so than Lord of the Rings -- it was a mythical story about certain unique characters. The dreams of the players were in many cases dreams of being Jedi, wielding powers that by definition had to be rare. "[That's] the toughest design problem in the game," Koster admits. "Jedi should be superpowerful. Jedi should be rare. Everyone wants to be a Jedi and 'we'll complain on forums and in reviews if you don't let us be one.' So we need a world full of superpowerful, rare Jedi. Riiiiiight..." Their solution: "Our choice was to make them rare, and live with the lumps. It felt like what was honest to the fiction."

Honesty to the fiction is a theme MMOG developers dealing with licensed products come back to again and again, no matter how difficult the decisions have to be. Matrix Online, another movie-to-MMOG conversion is facing down the same problem: not everybody can be "the one." Otherwise, he wouldn't be The One, now would he? The Matrix Online team has an attack plan, but isn't ready to go public with details just yet.

On the surface, converting existing games to massively multiplayer game worlds would appear easier, but that's not always the case...


Games to Massively Multiplayer. Case Studies: Warhammer Online, Dungeons & Dragons Online, and Uru: Ages Beyond Myst

Is it easier to convert a tabletop or single-player PC game into a massively multiplayer world? At the outset, one would think it would be simpler. Players are already familiar with the game world and dealing with it interactively. Then again, just ask The Sims Online team. This enormous effort was supposed to crack the mainstream market wide open by taking the best-selling PC game of all time and bringing it online. And while the online subscription numbers are nothing to sneeze at, they don't come anywhere near the figures for the original game.

Clearly it's not that easy.


"Sims Online may look similar, but the game experience was very different than its offline counterpart."


The Sims Online

Will Wright spearheaded the creation of Sims Online, and he points out how different the two games had to be. "If you looked over someone's shoulder, they looked very similar. But they were radically different games," Wright tells us. "An online game forces you to make certain design choices that you can't get around. I always thought of this as experimental: 'How do we take this and do the changes required for multiplayer?'" He points out that an even bigger problem revolved around a new payment model given his mainstream target audience. "Getting people to subscribe to a game, particularly casual players, is a real challenge."

Rand Miller, co-founder of Cyan Worlds, is no stranger to successful mainstream games. He and his brother created Myst, the CD-Rom phenomenon that to date has sold over 12 million units worldwide. And, like The Sims, his company is trying to channel that success into an online world. Uru: Ages Beyond Myst has just gone gold and will be released next month, offering an ongoing multiplayer component to the normally solitary Myst adventures. But what did Miller think of Sims Online?

"Sims Online was a different game from The Sims, but the play simply migrated toward the existing crop of online games," Miller concludes. "Instead of taking advantage of the unique entertainment The Sims had to offer, the online version became much more like a leveling game. In that process it lost some of what appealed to the mass market."

In contrast, Miller hopes that Uru will capture the spirit of the Myst franchise. "We're simply trying to expand the experience that people enjoyed so much in Myst with what 'online' has to offer. First, the ability to have worlds that never end -- using the online connection to provide ongoing content. And second, the potential to explore the worlds with others."


"In Uru, players can explore ever-changing content ... together."



Uru, Ages Beyond Myst
If loyalty to the fiction was tantamount in bringing movies to an MMOG environment, a loyalty to the original game experience is key when creating worlds based on existing games. That's certainly the case with Dungeons & Dragons Online, the MMOG version of the granddaddy of all roleplaying games. Jeff Anderson and his team at Turbine are working on this potential blockbuster, as well. "The best part about D&D has always been the social aspect -- hanging out with friends and going on adventures 'together,'" Anderson explains. "That is the essence of D&D, and it also is the essence of massively multiplayer role-playing games. So, in many ways the D&D rule set lends itself perfectly to online play."

But do the rules ever get in the way? Can a tabletop game intended for small groups ever apply to an enormous online world with hundreds of thousands of players? Anderson's team is trying to keep the D&D 'feel' by establishing private dungeons, much like they're doing in Ultima X: Odyssey. "Occasionally, the official D&D rules come into conflict with some of the more traditional MMP expectations. In those cases we usually come down on D&D's side," Anderson admits. "We decided that it was better to push on the notions of what makes an MMP rather than change the best role-playing game of all time."

Another way the designers intend to keep a D&D 'feel' is through what Anderson calls the "small world" philosophy. "We want players to experience a strong sense of community in D&D Online, where they felt like their actions and relationships were significant," he says. "By having smaller in-game populations, worlds with dense adventuring and social spaces, players won't get lost in anonymous hordes of strangers. The small-worlds approach helps us be true to both D&D and good online game play."


"D&D Online aims to capture the essence of table-top play."


D&D Online


In contrast, the Warhammer license is all about scale. We return to Robin Dews, general manager for Warhammer Online Ltd. He, too, is taking a well-established game franchise and bringing it online. According to Dews, "Warhammer is interesting, because it was designed from the outset as a game world that could sustain the ambitions of thousands of players who would be engaged in tabletop battles and role-playing sessions. It has breadth, depth and characters..."

Dews doesn't see the leap online as a big one for this particular property. The table-top miniatures game is a phenomenon among players who can afford it, but Dews is quick to point out that "it is simply one realization" of the game world. "We see the Warhammer world as exactly that ... a real world that we can explore and discover in as many ways as possible: Tabletop battles, role-play games, miniatures, artwork, novels, and so on. Massively multiplayer games are simply one of those opportunities," Dews tells us. "...In addition, we also have the legacy of some very innovative and well-developed core mechanics from the Warhammer fantasy role-play system that are particularly suited to character development within an MMORPG..."

From fantasy dungeons to Middle Earth to galaxies far away, every licensed game tackles a world. But they don't do it alone.


"That Wouldn't Happen in MY World!": Managing a License

Typically a game is created through the efforts of a developer who has a vision and a publisher who wants to enable it to happen. Licensed games add a third player to the mix: The owner of the original property. Is it difficult to work under those additional constraints when developing an MMOG? Embroiled in current projects, naturally none of the developers we talked to admitted to any difficulty managing the relationships between the license holder and the game design team. But everyone made it clear that it was a lot of work to make sure everyone communicated smoothly.

Christopher Taylor, Vivendi's Middle-Earth Online producer, talked about the steps Vivendi has taken: "We hired several consultants to go over all the lore, artwork, and audio before we present it to the license holder. That way we get pre-approvals before formal submissions. It shows how much we take the license seriously and saves them time," He continues: "It also involves education about out development process, what makes a good game great, and our choices of implementing the licensed material."


"How tall should my Wookie be? The license holder gets the final say in all content."



Star Wars Galaxies
The Star Wars license, next to Star Trek, is one of the most fiercely monitored properties in fiction. But Raph Koster was pleased at how smoothly the relationship between Lucas and the design team panned out during Galaxy's development. "It hasn't been that hard to manage in SWG's case, though it takes constant work," he told us. "You just need to keep those phone and email lines open, send off everything you're thinking about, get the answers back. It does slow things down a little bit, but it's worth it for the extra care you take."

"I have heard horror stories about it with other licensed titles in the industry," Koster continues. "I think the place where you run into trouble is with licensors who don't understand games, and game developers who don't understand the license. Putting yet another kart game or yet another shooter on top of any old license isn't necessarily the right thing to do for the license, and having non-game designers design the game isn't really that smart either. But when you work in an atmosphere of mutual respect, then it can really be a fairly pain-free experience."

Turbine's Jeff Anderson, who's juggling two enormous licenses right now, knows the work involved and also the pitfalls. "On the harder side is potentially falling into an ego-trap. When you're creating a big-name game the designers can feel like they have to come up with an uber-design, putting their own unique stamp on the project so that their work doesn't get swallowed by the IP. But the best thing we can do to make Middle-Earth Online and D&D Online successes is to respect the franchises and get out of the way," Anderson says. "The design teams are really strong and talented, but we believe that the surest path to success is to trust the franchise."

The Promise of a Licensed Game, Fulfilled!

And so we return to the darkened movie theatre. Popcorn, and perhaps the same hot date, in hand. Action fills the screen, but this time, the voice in the back of your head says with pride: "Been there, done that. Lived that." That's the promise of licensed worlds.

"The worlds of D&D and Middle-Earth are first and foremost exciting places to be alive. While the franchise might have tales about a particular band of heroes, there are always new stories to be written and new tales to be wrought," beams Turbine's Jeff Anderson.


"New concept art for D&D Online."



D&D Online
Warhammer's Robin Dews is equally excited. "We have the advantage of being able to reveal [the Warhammer] world to the players in ways they've simply never experienced it before. Orcs that grunt and move and fight, Skaven that scuttle through dark and dank sewers and so on..."

Rand Miller is chomping at the bit, eager to see how going online can propel the Myst license forward. "Exploring is enhanced enormously by the fact that the content isn't locked down on CD or DVD. It's completely dynamic --- growing and changing all the time. Explorers won't just wonder what's around the next corner, they'll wonder what's around the next corner today."

Dews agrees: "The beauty of an MMORPG is that the launch of the game is merely the start of the journey. Only when your world starts to be populated by players does it really come alive and that's a moment in the life of Warhammer Online I'm greatly looking forward to..."

The same could be said for millions of players, eager to jump into their favorite worlds in a new medium...



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