World of Warcraft

Article Analyzes World of Warcraft and What New Titles Face In Beating It

Posted May 30, 2009 by DoranM
Filed in World of Warcraft

The Escapist has posted an article on "The Secret of WoW" which is an in-depth look at the many many reasons why people still play World of Warcraft.The article also makes suggestions to new developers about what they need to include to take on the giant!

The author points out the obvious skew in the industry when he says, "Ten million subscribers. At $15 a month each, that comes to $150 million a month and 1.8 billion a year. If you could capture just one in ten WoW users and get them to jump to your MMO, you'd be a massive success by industry standards".

Here's a look at the article, take a look and reply with your comments below:

If I had a double bacon cheeseburger for every forum post titled "Why do people [still] play World of Warcraft?" then I would have died of a coronary a year before The Burning Crusade went into beta. Now, mostly these posts are from basic internet-level malcontents and trolls, or people who can't grasp the idea of different people having different personal tastes. But I want to take the question seriously for a minute, partly so that you can just drop a link to this article the next time one of those threads appears, but mostly because I think that hopeful MMO game designers might be asking themselves the same thing.

Ten million subscribers. At $15 a month each, that comes to $150 million a month and 1.8 billion a year. If you could capture just one in ten WoW users and get them to jump to your MMO, you'd be a massive success by industry standards. I know you want to. Here is my advice for the next developer who comes along with a head full of ideas and dollar signs in his eyes:

Broad System Requirements

The WoW juggernaut proves that graphics take a backseat to gameplay for most players. Your game doesn't need to look like 8-bit warmed over, but it does need to scale down gracefully to the low end of the spectrum if you want to take a bite out of the WoW user base. Yes, sexy screenshots help at launch day, but if the game looks wrong and runs slow on the average machine then you're destined to be a minor player in the MMO world.

Social Tools

MMO games are social by nature, but WoW benefits a great deal because people join simply because that's what all of their friends are playing. Stomping around Northrend with your friends is a perfectly legitimate way to spend an evening. You can joke and gossip and bitch about work and school while sitting around your favorite restaurant, or you can have the same conversation while fighting a Flesh Giant or traversing Zul'Drak. I know the average MMO looks like an RPG with a chat bar, but there's a lot more going on here than just chat. If you want to knock WoW off its perch, you need a way to make that Northrend conversation as seamless as possible. You need to give players lots of tools to acquire and connect with friends while filtering out irritants and idiots.

Strategic Combat

People dismiss WoW as a "mindless clickfest" but the truth is that the game is not multiplayer Diablo. The game feeds you new combat abilities at a steady rate, so that a new one opens up just as your existing skill set is starting to feel a little tired. There are a lot of different enemies that require different approaches. The combat will get old eventually, but for people that like combining powers and experimenting with different character builds it can offer many hours of entertainment. Your upcoming WoW-killer needs to be able to offer a variety of combat experiences, from complex hot-key driven action strategy (Rogues in WoW) to casual point-and-click for people who like to play while watching American Idol. (Hunters in WoW.)

Exploration

What few MMOs seem to grasp is that being able to walk from one end of a massive gameworld to the other is deeply satisfying to people with a sense of wanderlust, and the effect is often ruined if you break the world up into little playpens connected by loading screens. WoW has many different areas with unique music, mood, lighting, monsters, architecture, cities, wildlife, and flora. There is a ton of content to consume here, and lots of players derive satisfaction from taking the world tour. The game creates the impression that there's always another cool landmark or impressive vista just over the horizon. If you want people to stick with your game, you need to give them stuff to look at. A lot of stuff. It's not about square mileage, it's about seamless variety and spectacle.

Gathering

The idea of traveling a gameworld and picking up stuff has been with us more or less since the dawn of gaming. Maybe it's our hunter-gatherer instincts. Maybe we just like finding treasure. Whatever the reason, people love acquiring great big heaps of loot, and WoW has a large number of ways to do that. Gathering herbs, mining, fishing, and skinning are all ways to line your backpack with cool stuff without ever needing to fight anything. The treasure is just laying around the world and all you have to do is get out there and pick it up. You need your game to entice people to play it by drawing them into the wilderness with a trail of useful resource goodies.

Crafting

There is something compelling about making a bit of game content and inserting it into the world. You might sell it, use it, or give it away. It's yours. You made it and it had your name on it. I've never been happy with any of the crafting systems I've tried, but the crafting in WoW keeps a lot of people amused. This is one area where you can best WoW if you're willing to put the time into it. People want to create interesting and visually appealing items. Giving them the same level of control over the stuff they make that you give them over their avatar will make people want to make items not just for their intrinsic value in gold or damage output, but for their artistic value as well.

Character Building

The amount of variety in WoW is staggering. The different sides, races, classes, and areas of specialization within each class mean that there is always something new to try. There are layers of depth that let players build their character according to their own concept or play style. You need to offer your players lots of choices that lead to lots of different gameplay. If you start with "do I use fireballs or a sword?" then you're thinking too small.

Auctioning

Some people get addicted to Ebay. The wheeling and dealing gives them a thrill, and then there's the joy of having new stuff appear on your doorstep. The auction house in WoW can offer that same experience, and many players enjoy making money by buying low and selling high. They shop mid-week when prices are lower and then sell their goods over the weekend when demand increases. They track drop rates and usage patterns to get a feel for when things will be needed. The auction in WoW is superb, and functions as an economic day trading mini-game for people with the right financial disposition. Make sure your auction system is up to standards, or your world will be filled with people spamming chat in all caps looking for buyers or sellers. This breaks immersion, interferes with the social layer of the game, and frustrates the people trying to do business.

PvP

There aren't many MMO games that don't have player-versus-player action in some form or another. It's an activity, and a crucial one. Many players build their characters for the express purpose of destroying other characters on the field of battle. Other people build their character because they enjoy the process of building. You need to let both of these people have fun without cannibalizing each other's gameplay. The PvP player should be given an outlet where they can meaningfully compete for rewards, and the builder should have the ability to opt out of the ganking and corpse-camping.

Story

It's true that a vast majority of MMO players are filled with epic levels of apathy towards the story in the game. They click on a quest dude, do the quest, and run off again without reading a single line of prose. But WoW has robust (by MMO standards) storytelling and the NPCs generally try to make it worth your while if you take the time to read what they have to say. You might be tempted to cut corners here, but a lot of players enjoy knowing that they inhabit a good story, even when they're fuzzy on the specifics.

Bugs

Enough MMOs have staggered into the fray before they were ready and ended up turning hype and anticipation into bad press and ill will. I would think that their failures ought to be enough to convince you to complete and then polish your MMO before you hit the launch button. You can only launch once.

Far too many MMO games will simply lock onto two or three items in the WoW activity list and decide that, "this is what WoW is all about." They build a game around those simple elements and neglect the others, and then wonder why their game is an empty wasteland while the population of WoW is more than double that of the entire country of New Zealand.

People dismiss MMO games as "grinding" or a "leveling treadmill," but the really successful games are more like a health club with a broad selection of exercise machines than a single treadmill. Yes, there is a lot of repetition, but you can jump from one (repetitious) activity to another to keep things interesting. In the broadest sense, the activities in these games stimulate the part of your brain that enjoys creating order from chaos by getting stuff done. Only instead of doing useful stuff like the dishes or your homework, you're doing stuff like cleaning out rat infestations, gathering up resources, and building items. In the real world, the war against entropy isn't nearly as swift or as gratifying. The stuff you're getting "done" starts as short-term goals that lead to longer-term goals that lead to really long-term goals. You're always on the threshold of getting something done and getting your next reward. (And your next goal.)

It may look like players just stand around killing monsters over and over (because they are) but that's not the heart of the game and not the source of motivation. Give the player lots of goals and you'll go a long way to making a game they never want to quit. Then sit back and let the cash roll in, you greedy, life-sucking, career-ruining, homewrecking bastards.

Be sure to send me an invite when you reach beta.

Shamus Young is the author of Twenty Sided and the vandal behind Stolen Pixels. He played as a hunter in WoW, although he never stuck around long enough to hit level 40.

 

 

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  • vxea said
    Wed, Jun 10 2009 1:07 PM ()

    what the "#"¤"%"¤

  • ladycosmo said
    Tue, Jun 9 2009 6:03 PM ()

    As others have said, WoW is not the model that should be followed for PvP.  It is fun for a time, but so very limted.  Try something like Warhammer, whose PvP was integrated into every aspect of gameplay (at the expense of PvE).  THAT was the epic, never ending tug-of-war that PvP should be. :)

  • dahrgo said
    Mon, Jun 8 2009 4:24 AM ()

    Nice going Shamus :)

    However, You forgot the one most important aspect of WoW : The social one.

    I have never come across a realm where my social skills and knowledge in group- and individual psycology have been put to such vast and continuous test as when I stepped into Guild management in WoW. Worklife management is a breeze in comparison(!)

    I can tell you one thing : Maturity has nothing to do with age. I have had 60years old people acting like they were 5 and 14 year olds leading raids like they were seasoned 25 year olds!. Ability to match your ambition with patience and dedication, ability to excercise love to your fellow man/woman but unselfishly helping and supporting others towards their goals, are all traits that WoW help you grow in a simply outstanding way.

    In WoW the The Golden Rule is the ultimate law (Do to others only what you want to experience yourself). Those who try to scam, steal loot from others, use or manipulate others, usually end up /gkick:ed and frozen-out so quick that their heads spin for a day and they probably are better of deleting that char and start from scratch with a new one. -Yes the social judgement in Wow is usually swift and harsh! Feedback is usually split-second and basically allways within seconds(!) so the 'soil' for growing social your aspects is *very* fertile.

    Occasionally maybe even visiting that guildie in some country or having a barbecue with local (< 20miles radius) guildies, turns Wow not only into a scene of digital exploration and conquest, but to a combined IRL- and Online social landscape that is truly exciting and staggering (to me at least).

    /Neisha @ Quel'thalas

  • Alternator said
    Thu, Jun 4 2009 8:08 PM ()

    I like the article and pretty much agree with most of what it said, particularly its core concept - You wont beat WoW by focusing on just one or two aspects. However I think that the MMO to beat WoW probably won't be focused on that goal and will instead be its own game not some game trying to keep up with the Jones (WoW)

    To those that don't like WoW, play or do something else. There are a lot of options and not just in the MMO genre - It's costing you money and time to play a game you don't want to play. If you are hooked and just looking for an excuse to leave, make the excuse that you could be using your disposable income and time on something that you enjoy more.

  • Chasim said
    Thu, Jun 4 2009 2:59 PM ()

    "to casual point-and-click for people who like to play while watching American Idol. (Hunters in WoW.)"

    Clearly the author has not played a Hunter recently, at least not a well-played Survival Hunter...

  • mttrsll said
    Thu, Jun 4 2009 8:10 AM ()

    You're absolutely right.

    Some of the posters want to pick apart a few specifics & claim the PVP isn't up to snuff or the interfaces are lacking but in reality, everything in Wow is adequate or better for a very large number of gamers.  People rarely leave Wow & many who do come back when new expansions come out.

    The game is rounded out better than any MMO to date & Blizzard has done a good job with constant attention to areas that have been lacking in Wow.  I don't feel that any serious issues have been ignored as they've kept in touch with the player community.  I'd do a good job tending to ANYthing that made me 1.8 billion a year too.

    Bottom line, Wow may not be an A+ in all categories to every player, but it's at least a solid B+ for 11 million players across the board & that's a grade to beat if you want to pull aggro off Wow.

  • Simulo said
    Tue, Jun 2 2009 12:49 PM ()

    PvP in WoW, you can't be serious. More like "lolPvP". Heck even Age of Conan has better PvP.

    Fact the 'only' reason why WoW is still popular is not because of the above; it's because of the fact that more people play it. And because the current player-base has made such "progress" they are not going to simply just drop it the game. So new players join because "my friends play it".

    That and the Masses don't like challenges; they'd rather be spoon-fed their rewards...

    [btw, I play because I've made to much progress to just leave it; but if I was banned today I wouldn't create another account]

  • shadowjack said
    Tue, Jun 2 2009 7:46 AM ()

    Beside some of the good points that article takes about what its needed to have a successful MMO ( a lot of which WoW misses or is lacking to develop even in 4yrs of history ), theres something that i find most of the ppl are missing in all the talks about why WoW is such a hit.

    I personally do think that open source for developing mods for the game give it a huge boost compared to the other games at the time it started which helped in the years to become so popular.

    Think - would all those ppl be playing it, especialy raid content with the cripple blizz interface or lack of boss abilities anouncments, raid stats mods etc etc.

    This imo was one of the most smartest moves that Blizzard took with WoW.

  • Azroliak said
    Tue, Jun 2 2009 3:30 AM ()

    I won't bash on wow (since i'm a player obviously) but god, this article looks awfully naive... Apart from a few points, WoW is lacking in all categories on different levels.

    Just the chat one is a pain to manage, the ah is not even worth mentionning compared to EVE's one, just poorly designed while looking at the EQ2 one.

    Same with the interface, and a lot other things, like char personalisation and so on (god, it's awfull to have so few models and modifications after more than 4 years activity).

    The biggest strenght of WoW, and what keeps it running is the aura of Blizzard (everything that Blizzard makes is THE SHIT for most peoples out there), that a LOT of people started with it and don't wan't to change, and always think that other games are "too much like wow" (nevermind if they have been out for far longer), or not enough like WoW (let's say people don't want to change, and hope everything is the same without being the same) and the fact they brought nearly all their friends into it, and that's what keeps most people playing and bare them to change game, they miss them, and can't make them change.

    (that and the abilities/tree system that is really nice, but it's not the only game like that out there).

    And for "bug free" and "stability", we must not have been playing the same game for the past 3 months at least....

    (i don't know that much games with 4+ years behind that are so clumsy and with so much server side problems overall)

    WoW is a good game, there is some really nice things into it, but it's mostly overrated for most people, and it's not because it's the best in all those categories that it stays on top of sales, far from it.

  • Mon, Jun 1 2009 11:22 PM ()

    A player needs something to look forward to. They need the game world to change with each mini patch that comes it. While a nerf to your class might feel like a bummer, it makes you feel as if what you were doing before had some effect on the other players in the game. This would have been done through intentionally stacking a certain stack because it inadvertantly stacked with a talent or whatever.

    For a player to have fun he needs to fee important, while WoW may have homogenized the classes a bit to much with Wotlk, every class has a few unique abilitys that make them them. Dk's - Death Grip, Warriors - Shockwave/charge, Pallidans - Bubble and hearth. Three melee classes that fundementally have some abilitys that are similar, but play in entirely different ways. As long as a player has a new spell or talent / change to their class to look forward to, they will keep playing. The change is what keeps them.

  • Mon, Jun 1 2009 1:04 AM ()

    Don't forget the fact that you can always find something to do.  Bored with your main?  Start an alt in one of the 4 different starting zones for each faction.  Done all of the quests?  No you haven't.  Go to another continent or zone.  Bored with the horde (if you're a commie)?  Switch to a new server and start an ally.  Or you can just hang in Org and listen to the guild chat.  If you're in a good guild, you'll soon find you aren't the only crazy person out there.

    I've never played another MMO, but that's because everything I hear about the others is that none of them have this stuff.  And I hear it from people that left WoW to try them AND THEN CAME BACK.  There are people that started again after a couple years off when WotLK dropped, and can't believe how much it's improved.  Sure, there are other games for "the hardcore" out there that think that it's gone downhill since BC came out, and everything is to easy and want to switch.  Have fun with that.  11 million of us are hanging out and are gonna watch the fireworks at the midsummer festival.  And we won't miss you because we know you'll be back for Hallows End so you can dance around with a pumpkin on your head while you're dressed like a pirate.  Stuff like that is what makes Azeroth alive, and all of the others cardboard cutouts.

  • Sun, May 31 2009 10:22 AM ()

    I've tried all the WoW killer MMO's since WoW has come out - LotR, Conan, WAR - and all of them lacked everything mentioned.  They all had one, two or even three of the nice flashy new stuff, but once you got past that (a few months playing time), they didn't have anything else.  I've even said to others in posts on forums, and even in RL converstations, most of what you mentioned and the reasons were the same.  

    The biggest for me is the vast expanses of stuff you can see without once getting a loading screen (and I will say, it's really spoiled me for any other game).  Change Zones?  No loading screen.  Ride into a major city?  No loading screens.  Go into a building (that's not an instance)?  No loading screens.  It makes the world "big", not just a collection of walled of areas.

  • Daginni said
    Sun, May 31 2009 1:47 AM ()

    I would have to agree with this, a good MMO needs to take a lot of time to craft.  

    MMO's are basically someone 'Second Life', and no one wants their Second Life to be played on some Shovel Ware game.

    A lot of current MMO Creators look at the Skin of WoW and make a MMO from what they see.  They never really look at the Meat of it, to see why it works.

  • Occumbo said
    Sat, May 30 2009 1:15 PM ()

    I've been there since a few months after original launch and I must agree that you got most of the topics of discussion correct. However you missed another key feature that adds another level of diversity; The ability to create and manage your own guild. There is nothing more satisfying then being the direct manager of a collective of people while still in college. The addition of a guild banking system really assisted in the viability of donating to your guild.

    All in all good article, just the one little segment I felt I should add.

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