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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

Game Spy - Week 8
Title: The Future of Massively Multiplayer Gaming
A Visionary panel


From the Editors of GameSpy

by Dave "Fargo" Kosak
     
  • MMO: Massively Multiplayer Online…
  • MMOG: Massively Multiplayer Online Game
  • MMOPW: Massively Multiplayer Online Persistent World
  • MMORPG: Massively Multiplayer Role-playing Game

Today, November 14, 2003, is a red letter moment in the history of massively multiplayer / persistent world gaming. Today Linden Labs, creator of an enormous shared user-built world known as Second Life, announced that they’re allowing users to retain the intellectual property rights for anything they create within the game. If users build a house, create a character, program a cool script, or write an adventure, those graphics/concepts/programs will belong to the user and not the service provider -- even if they are used for personal profit later on. The announcement, made today at New York Law School’s “State of Play” conference, is a marked departure from the end-user-license agreements of most MMOGs. Most of today’s games retain whole ownership and openly combat users attempting to profit in real-world dollars from the service.

Times are changing.

Over the past eight weeks GameSpy has looked into the history of massively multiplayer gaming, the people behind it all, and the products that are making a difference. But as we close up the series with a look toward the future, it’s clear that MMOGs are soon going to become so different in their play, billing models, and overall philosophy that this may be the last time the blanket term “MMOG” can adequately describe them all. (As if it ever truly did.)

Leveraging user-created content is just one way that the landscape will change. Forget for a moment the obvious technical evolution in graphics, sound, physics, etc. That's inevitable. What sorts of things, unique to this genre, will happen? The subscription fee model may change, as well as the economics of player-owned digital property. The way that people interact with games will change -- both technologically and socially -- will change. Gameplay will branch out in new directions.

GameSpy gathered together developers who are making a difference in the genre to talk about the changes we’ll see over the next few years and the decade beyond. It's a panel of industry veterans and relative newcomers, from small companies and large. Here -- in the developers’ own words as much as possible -- we’ll step away from the products of today and look at how these games are going to break out of their shell and offer even more compelling experiences than ever before in years to come.

It starts by leveraging the biggest asset available to persistent world games ... you!



It's Your Game Now: User-Created Content

Will Wright, creator of Sim City and The Sims, is no stranger to using gamers' own creativity to enhance his products. Look at the original Sims game: hundreds of thousands of player-created downloads are available, for furniture, wallpapers, clothes and more. User content can help turn a great game into a mainstream phenomena. Wright feels the same way about massively multiplayer: "We're going to discover more ways to leverage player creativity," he says.

He goes on to puzzle out some of the problems to wrestle with: "How do we give them the most amount of satisfaction and surprise from the least number of clicks? Once we have the ability to leverage the creative process, how do we move that content between players in the most efficient way? There's always some content that a small number of players create that will have the most appeal. [In the long term] there's going to be a mapping of style and orientation of gameplay, and we'll be able to feed you custom content unique to your interest."

Of the developers we spoke with, user-generated content was unanimously seen as The Next Big Thing... but with the caveat that it opened up a whole new can of problems to solve. Let's hear from our panelists:

"User-Generated Content is going to be huge. It’s one of those questions that’s more a matter of ‘when’ than ‘if,’ because it’s coming, and it’s coming big time. There are lots of hurdles and difficulties, but if the players’ talents and creativity can be harnessed like it has been with FPS mods and the like it will be a huge step forward for MMOGs."

Brad McQuaid
Original Producer/Co-designer of EverQuest
Currently President and CEO of Sigil Games Online, Inc.



"We believe that players will be given more and more direct control over the shape and structure of the world through further refinements in concepts such as Crafting and Ownership. This will lead to the creation of stable systems that encourage cyclical interdependencies between players. These interdependencies and the ensuing meta game mechanics that emerge as players jockey for political, financial, and physical control over the player generated resources in question will only continue to get better and more addictive."

Matt Wilson
Executive Producer of Mythica



Perhaps more interesting than the direct benefits of user created content are the indirect effects, or metagames, that arise. Once users can create value in the world and can trade, the economic incentives create new types of relationships, goals, and opportunities... It is only a matter of time before issues surrounding commerce create a need for more developed political systems, which will usher in a whole new set of relationships, goals, and opportunities [within the games]. The gameplay in the metagames will ultimately be far more interesting than the specific gameplay features of the original games."

Will Harvey
Founder and Executive Vice President of There



"As PSW’s [Persistent State Worlds] become more expressive and allow more content creation, who owns the rights to things made within them? If a character in a game gets a movie deal, who should get the money? Current terms of service for games suggest that the users get absolutely nothing -- all rights are forfeited to the game creators. But if game worlds become increasingly real, isn’t this just like living under the British Crown before the colonies revolted? It seems likely that some sort of ‘bill of rights’ for gamers will be needed if real innovation and depth is to emerge in the activities and creations we see in these worlds."


Phillip Rosedale
Founder and CEO of Linden Labs
Developer of Second Life



"As the backend hardware improves and more players have access to high end PCs, we’ll see players getting to change more about the world on a permanent basis. Not just laying down a house, which is pretty much the extent of it now: imagine fighting an apocalyptic creature and having the whole side of a mountain blown out permanently, or players creating safe Commons areas and donating features such fountains, games, tables and chairs, wedding chapels, etc... I really want to have players be able to build floating cities, grade new roads between points of interest, that kind of thing. It is a ways off, but we’ll get there."

Jessica Mulligan
Executive Producer for the Asheron's Call Franchise
Turbine Entertainment Software



User-Created Content and the Technology to Make It Happen

The first breed of graphical MMOGs worked under a set of very similar assumptions. They used a client-server model, where it was assumed that the client (you) had most of the content stored on your hard-drive or CD-ROM. The server, then, simply had to manage the gameplay events and communication as you moved throughout the world. Of course, if you allow truly dynamic user-created content, this assumption goes out the window, and a whole new set of challenges open up. "In the long-term... technology for more powerful servers is vital for MMPs to overcome the limits of the client/server model," explains Raoul Kim, Lead Designer for NCSoft's Lineage II.

Both There and Second Life are open-ended player-created universes struggling with this. Their creators spoke to us about the nature of the problem:

"Most MMPGs are hosted in data centers with 10s or 100s of servers running the server code for the game. If 3rd party developers [AKA, gamers playing the game] write games for an MMPG, will the code for those games also run on the servers? What if it crashes? How is the MMPG platform company to protect its servers from instability on the part of 3rd party code? What if the 3rd party code doesn’t crash, but just runs slowly enough to hurt the overall game experience? What if it requires more resources than it is allowed?

These questions don’t even address protecting the platform from malicious intent on the part of the 3rd party developers. As MMPGs shift from being games to becoming platforms, they become, in essence, a new class of operating system.

The technical issues this class of operating system addresses are easily as deep as the technical issues addressed by today’s computer operating systems, so we have a long challenge ahead."


Will Harvey
Founder and Executive Vice President of There



"The key will be technologies that enable the in-world content to be created by users rather than the game creators. Creativity is the revolution that drove The Sims to 10M subs in the single-player world. This is the revolution that will get 100M people interested in persistent online worlds. The technology that allows players to create together in real time is very hard and very different than what drives game engines today. Additionally, this breakthrough is absolutely required for the economics of yet larger online worlds to even make sense."

Philip Rosedale
Founder and CEO of Linden Labs
Creators of Second Life



Will Wright got a lesson in player-created content first-hand when he launched The Sims Online. The problem isn't just a technical one. Assuming the players can create good content, how do they find it? "We [Developers] are fighting two battles: How to get the most creativity out of players? And then how do you get the most leverage out of that content, how do you get the most value?" That's a problem that will need to be solved once the technical hurdles are overcome, and it's one that nobody had any answers to yet.



Massively Multiplayer Gaming ... On the Go

Imagine this: you're taking the bus in to class, or to work, when you get a message on your cell phone. It's from your guild leader online: he warns of an attack on your stronghold that night. Over the next few minutes you punch some buttons to order your online minions to pack up and move within the castle walls. At lunch that day, you log into the web to check on the status of the game world, read a few messages from your fellow players, and verify on a live interactive map that the enemy is indeed closing in. The city's governor has requested permission to dip into the emergency magical weapons, and as a citizen you vote 'yes' from the web browser. You set your cell phone to notify you when the attack starts, and all through dinner you're planning strategy in your head in anticipation of the evening's play.

The scenario above is just the beginning. Most developers agree that the way we interface with worlds will change, and we'll be able to interact without the need to constantly join the game from a full client. Rob Brown, Senior VP of Cosmic Infinity, literally bet the company on mobile gaming; he's developed one of the first MMOGs entirely playable through a mobile device:

"MMOG is a natural extension of the mobile device; people buy their phones to be in contact with other people, and that’s what MMOG is all about. MMOG is also the perfect game genre for the type of play behavior we see people enjoying on mobiles; people like to drop in to kill a few minutes while waiting for a train, or between classes, or before a meeting. These short game sessions are not wasted as they would be in a standalone game, since they all help build your character up or advance your social and strategic agenda.

Rob Brown
Senior VP, Cosmic Infinity
Developer of Shade (a mobile-only MMORPG)



"Your guild is having a get-together on Saturday? Send everyone a real-world email, or a pager message, or even hold an Internet conference call, secure in the knowledge that your real-life name and numbers will remain as private as you keep them."

Michael Lewis
CEO of Cryptic Studios
Developer of City of Heroes



Mutable Realms, the developer of WISH, is working on advanced server technology to make the online experience seamless. When asked about non-traditional game access, WISH's lead designer looked far into the future:

"Long term, the big thing is going to be the coming of 'ubiquitous computing.' When the typical person is walking around with a full-fledged computer built into their cell phone, with GPS, color display of decent resolution (or perhaps direct retinal display if we want to get a little further out), text and voice input, and essentially 'always on' internet presence, the potentials for smudging the line between 'game' and 'real' are very significant. See the book 'Smart Mobs' by Howard Rheingold for a very primitive version of this called 'Bot Fighting' that is popular in Finland."

Dave Rickey
Lead Designer for WISH
Mutable Realms



A Question of Economics. Monthly Fees?

There was definitely disagreement from game makers on the issue of price. Many felt that a monthly or annual subscription simply worked well for this particular industry. There's no question that the 'all-you-can-eat' subscription model is here to stay for many products. Others felt that new pay structures would emerge (paying for content, tiered subscriptions, etc.) For example, NCSoft's Guild Wars will not have monthly fees, but will offer themed expansions on a regular basis that people can opt to pay for whenever they're ready to explore more of the game. Will Wright feels that subscription pricing is a detriment to the mass-market appeal of online gaming:

"There are big challenges on the business side. To make mass-market numbers we're going to need a new business model that doesn't require monthly subscriptions. The biggest innovation that's going to crack that market is going to be on the business end."

Will Wright
Founder, Maxis
Developer of The Sims and Sims Online



Jessica Mulligan, who's managing Turbine's Asheron's Call franchise, doesn't see subscriptions going away anytime soon:

"I do think that we’ll see the price for your average MMP slowly rise, as it has been doing for the past 2 1/2 years. It rose from $9.95 per month in June, 2001 to the current standard of $12.95 today and some products are testing the $14.95 waters. I would expect the standard to rise to $14.95 by mid-2005"

Jessica Mulligan
Executive Producer for the Asheron's Call Franchise
Turbine Entertainment Software



Others talked about a variety of models:

"We’re starting to see the emergence of “prestige” accounts. These are for players that, for a few extra dollars a month, gain access to a greater set of features. In some cases this means faster access to customer service or custom/exclusive content. In this respect we’re seeing the industry beginning to look very seriously at the model used by mobile phone service providers. A variety of pay-to-play plans that ramp up feature access for a variable fee that allows folks with different levels of commitment and expendable income to find the contract that’s right for them."

Matt Wilson
Executive Producer for Mythica



"The subscription model inherently limits the number of potential customers to a smaller group of hardcore players. I believe that there is a much larger segment of gamers out there who want to play MMGs, but don’t because of the requirement that they pay a monthly subscription fee... Guild Wars will not require a subscription fee, but instead will be built around an expansion model in which players can choose the content that they wish to purchase, and then play online for as long as they want without additional fees. We believe that this model is much more accessible to the majority of gamers, and will encourage more people to play MMGs."

Mike O'Brien
Lead Designer for NCSoft's Guild Wars



"The monthly subscription model is what drives the development of these games in the first place: that will continue. If anything, look for prices to increase to whatever the market will bear. We may see tiered subscriptions to try to wring more money out of the hardcore players, or at least more premium services."

Andrew Kermse
Lead Programmer at LucasArts
One of the original Meridian 59 Developers



Several developers pointed out the attractiveness of a micro-payment system, where the core game was inexpensive but players could choose how they spent their money on different elements within the game:

"In the long run, however, I think hybrid models will dominate, where players can choose to pay for things in a variety of ways, either through a subscription or a la carte. Micro-payments will probably be necessary before some of the more complicated business models can really take off."

Mike Goslin
VP of Disney's VR Studio
Developer of ToonTown Online



"We’re starting to see a push towards micro-transactions, in my opinion. Companies are leaning more towards higher numbers of small charges, rather than charging by month like they do now, or by the hour like they used to.
    There are even a couple of games out there that have no 'subscription' charge at all. You can play the game for free. But you can buy virtual objects that give you an advantage, or more flexibility, or just plain bragging rights. Maybe there are a few thousand different digital objects you can buy, and each one is only a dollar. Do the math. If you can get people to buy just 5% of the digital objects, you’ll probably make more money (and a lot faster) than you would have by a subscription."


Rick Hall
Senior Producer Origin Systems
Developer of Ultima X: Odyssey



And here's a thought that scares most gamers, even though it's already happening:
"One potential business model would be "product placement", where advertisers pay to have their brand attached to items in the world, There.com (Nike, Levi's) and The Sim's (McDonalds) have already taken the first steps in this direction. If that business model takes off, it will have profound consequences on the kinds of games that are available. One of the reasons you see very few Westerns on TV anymore is that it's almost impossible to use them as vehicles for product placement. Something similar could happen to these games, where any setting that was incompatible with putting Coke machines in the background was unusable on any significant scale."

Dave Rickey
Lead Designer Mutable Realms
Developer of WISH


A Question of Economics, Part II: Owning Digital Property

Today's "State of Play" conference at New York Law School underscores the fact that big changes are in the works in how we look at -- and regulate -- digital property. "I expect that anything that evolves into consistently generating real-world dollars will find the government regulatory agencies following quickly behind," says Michael Lewis, CEO of Cryptic Studios, developer of City of Heroes "However, it remains to be seen if a virtual economy can be intentionally tied to a real-world economy and thrive. I expect we’ll find out in a few years, when some big-name company decides to give a try."

Things are happening faster than you might expect. In the online community of There, a virtual currency of "Therebucks" exists with its own economy. Some players have become digital banking institutions, buying Therebucks from other players on the cheap and selling them at a profit when the economy shifts. It's clear that these virtual economies aren't going to be theoretical anymore. But what happens next? Are you going to have to pay taxes for online property? Among the developers we talked to, this was definitely a monster that will have to be tackled in the years to come.

"It is not strange at all for gamers to trade items in a game with money or something else of real world value. However, social laws and regulations do not currently apply outside the bounds of physical space. We need to make government officials realize that this new land is also a place where human beings live and we should adapt our current systems so they can be applied to these new worlds. That is the only way people can live happily and safely in the new lands created by advanced technology and creative minds."

Raoul Kim
Lead Designer of Lineage II



"The tax and property rights issues of these games are going to stay up in the air for a very long time. If they get resolved quickly (say by legislation or a sweeping court decision), it will probably be a bad thing as the rules that are adopted will put requirements on the design fundamentals of these games that we can't begin to anticipate the consequences of. Hopefully there will be time for a dialog and exploration of the potential before hard legal lines are drawn."

Dave Rickey
Lead Designer for Mutable Realms
Developer of WISH


Answers aren't forthcoming, but Sigil Games President and CEO Brad McQuaid -- a key figure in the development of EverQuest -- sees only one outcome that would allow online gaming to continue to thrive:

"The whole concept of who owns virtual property has to be nailed down. And it has to be nailed down in favor of the developer/publisher/host. The stewards of the game have GOT to be able to tweak the game to maintain its health without worrying whether their decisions are affecting someone’s real property. That would handicap them to the point where, literally, there’d be no need to even make these games. For example, if the ref in a soccer game can’t make a judgment call, say ‘red card’ a player, removing him from the game, because that player has played so long he somehow owns the field or the ball or some other element of the GAME, then there is NO game. It ceases to be a game."

Brad McQuaid
Original Producer/Co-Designer of EverQuest
President and CEO of Sigil Games Online, Inc.



Big Changes in GamePlay

We've talked about the biggest shift in direction for online gaming as players begin to create their own content. But that's not the only change on the horizon when it comes to gameplay.

Private Dungeons are clearly the next big thing -- several games in development are taking this approach, including Ultima X: Odyssey. Here, small groups of characters can being a quest that will take them into a private area, their own dungeon, free from intrusions from other players and with a very tight, possibly scripted experience. Not everyone is enamored of the new approach:

"This type of design is becoming popular with games in development. Personally I don't like designing games in this way, because what it does is ignore the online features and keeps developers from having controllable interactions with the players."
Raoul Kim
Lead Designer for Lineage II



Cutting Out the Crap: Making Gameplay More Accessable

"Massively Multiplayer" for many gamers conjures up images of fantasy dungeons and level treadmills, even as games try to tear away from that type of (admittedly successful) design. As our panel moved on to talk about gameplay changes on the horizon, changing this model was at the forefront of many of their efforts.

"We need to start focusing on rewarding player skill, rather than just time invested in the game. The most common reason I am given by gamers who don’t play MMGs is, 'I just don’t have the time for those games.' This is a reaction to the fact that the truly exciting content in an MMG is often available only to high-level characters, and requires a substantial time investment on the part of the player to access it. I think that future MMGs need to appeal not only to the hardcore player who wants to play for a 40-hour marathon over the weekend, but also the gamer who has 30 minutes before dinner, or a few hours in the evening. Creating this type of MMG, in which you spend your time having fun, rather than preparing to have fun, is our primary design goal with Guild Wars."

Mike O'Brien
Lead Designer for Guild Wars



"Another short and long term game play leap will be in developing the concepts of active and passive game play. So, for those players that can only play a title for a few hours a week, they’ll have more ability to set up actions that run while they’re away, allowing them to keep up with the power playing Joneses, so to speak..." [He cites an example from his own game, Mythica where players can order computer-controlled followers to do thier bidding while offline.] "This means a player will always have something to look forward to when the revisit Mythica."

Matt Wilson
Executive Producer for Mythica



Different developers have different takes on the subject of how players should be rewarded, pointing out a split in the way games are being developed. Brad McQuaid is a fan of gradual evolution, applying proven concepts to online worlds:

"I think you’ll see an effort to minimize needless downtime and tedious gameplay, yet still build a game that’s based on time invested (as opposed to a twitch game or some new ‘cutting edge’ idea)."

Brad McQuaid
Original Producer and Co-Designer of EverQuest
President and CEO of Sigil Games, Inc.



In contrast, you have Phillip Rosedale and Second Life, which is trying to turn massively multiplayer on its head:

"Rather than having achievement be mostly a function of total time-in-game, the focus on object creation, acquisition, and sales allows a much broader and deeper style of play to emerge that invites a bigger base of users. This is a huge change given how much history has gone into refining gameplay around questing and leveling. The game design community knows so little about what will happen as real economies emerge around in-world objects, land, and services."

Phillip Rosedale
Founder and CEO of Linden Labs Developer of Second Life



Beyond the Future

Among the developers we talked to, all had a shared enthusiasm for the potential of this industry in the years to come. Here are some choice quotes from the crew as they brainstormed dreams of worlds to come:

"I’d really love to see a massively multiplayer game that has a fully deformable environment, accurate collisions, physical properties like friction and elasticity, true liquid and cloth surfaces, and all the rest. There are a few problems with making physics systems scalable enough to work on a server handling thousands of people at a time, but with the incredible advancements we keep seeing in processor speed and coding efficiencies, it can’t really be all that far off."

Rick Hall
Senior Producer for Origin Systems
Developer of Ultima X: Odyssey



"The whole arms race going on with graphics is going to hit diminishing returns. We put beautiful character on the screen and they act like morons. We're going to see more behavior in these worlds, more physics, more 'texture' to the game worlds. We're going to apply our newfound computation to that pretty effectively."

Will Wright
Founder of Maxis
Developer of The Sims and Sims Online



"It is so exciting to imagine elements like huge fortresses that move on land, large flying airplanes and other modes of transportation that someday will be incorporated into games. Another interesting development is to apply NWN-level [Neverwinter Nights] script to MMP environments, which already has been attempted on TEXT MUDs. It will be a daunting challenge to apply the script to more sophisticated graphic expressions in the future."

Raoul Kim
Lead Designer of Lineage II


"Longer term, I think interface technologies that allow really interacting with others and touching the world you are immersed in, will bring BIG changes in the way we experience these things. The various technologies that can rapidly acquire facial expressions from an inexpensive camera are probably a nearer term example of that future. Imagine how much easier and fun it would be to communicate in a world where, just for example, something as simple as the movement of your character’s eyebrows could follow those of your own!"

Phillip Rosedale
Founder and CEO of Linden Lab
Developer of Second Life


So, when will we get to see these remarkable games of the future? Certain innovations are already upon us: Second Life and There allow players to define the world around them, Guild Wars and Ultima X: Online are soon to unleash new billing models and private questing areas respectively. But don't expect miraculous new games to appear out of thin air. Experimental games will have to pave the way. Many will fail. Brad McQuaid developed EverQuest based on game principals proven through text-based MUDs, and he predicts a similar slow evolution moving forward:

"I think MMOGs are going to improve iteratively, and that’s a good thing – too many changes, too quickly, in a new genre can be dangerous, especially considering what it takes to build one of these games... I know other MMOG developers disagree and feel we need paradigm shifts every few years (and perhaps want to be credited for these leaps). But look where it’s gotten us... we have 30 million dollar flops that hurt us ALL, making it harder for even experienced developers to get the funding they need, and incredibly tough on the newer developer. It’s just too early to experiment in major ways... let’s get a few more hits out first and prove this genre as viable long term, ok?"

Brad McQuaid
Original Producer and Co-Designer of EverQuest
President and CEO of Sigil Games Online, Inc.


But big leaps or little leaps, massively multiplayer is going places: technologically, socially, and economically. The only question remaining is how it'll all happen, and who will be at the forefront when it does.

 



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