Franchise IP-Based MMORPGs: Good or Bad?
Via Slashdot, an interesting debate over whether MMORPGs benefit sufficiently from being based on major franchise IPs (like Star Wars). Paraphrasing the arguments in favor:
Arguments against:
The arguments against seem more persuasive to me. That said, I think it’s premature to assume that franchise-based MMORPGs can’t work. Many have worried about sensitive fans, and there is real risk there… but on the other hand, fans clearly are willing to embrace new, well-conceived content; so willing, in fact, that they often create their own. I wish I had a dollar for every homemade Star Wars script. Naysayers generally flaunt Star Wars Galaxies as proof that franchise-based MMORPGs can’t work, but SWG’s failure had little to do with “sensitive fans” or protagonist-envy, and more to do with the fact that SWG was boring. Quoting from the Gamespot review: “…gameplay is generally slow and uneventful, and that once the novelty of the Star Wars setting wears off–and it probably will–there isn’t much of interest to be found in the game at this point.” We’ll never know if most fans would have tolerated much “original” content because of this. Nor will we ever know if “protagonist-envy” could have been dealt with by simply making it a little easier to become a jedi (as opposed to making it trivial, which is what Sony did with its disastrous new game enhancements). And players were given extremely limited tools via which to enrich the universe with their own content and stories, despite claims that SWG would be a paradise of user-generated content. Players wanted to contribute, but most found the process too unrewarding. And that’s a shame, because capturing that energy is one of the things a great franchise-based MMORPG could potentially do very well. |

For those who don’t know, Mark Kern (the former team lead for World of Warcraft) recently left Blizzard to form his own MMO development company, Red 5 Studios. Mark took a brief respite from 24/7 entrepreneurship to answer a few of my questions:
When World of Warcraft first came to market, it succeeded in part by addressing some serious design flaws that plagued other MMORPGs. Now the competition has learned. How will Red 5 distinguish itself from companies like Blizzard, Sony, Ncsoft, Turbine, etc?
Competition is a good thing. We were certainly aware of it on our last project and I think we did well. So, it isn’t a new thing for us. I think World of Warcraft’s design and implementation caught many people off guard. Most felt it was the wrong direction to take and predicted that the game would quickly burn out. They are just starting to absorb the reasons why it worked, while we have the advantage of already internalizing those lessons.
To remain competitive, we will have to stay ahead of the curve, and build on what we’ve already learned. Being small has its advantages, in that we can take greater risks and are nimble enough to change direction quickly if we need to. We are also 100% focused on development. We didn’t want to have to split our attention between making the game and deploying, marketing and operating it like most other MMO studios. This can be a huge distraction.








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