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  Bill Roper: Making MMOs Work Again
by Christian Nutt [Business/Marketing, Design, Programming, Production, Interview, Social/Online]
21 comments Share on Twitter Share on Facebook RSS
 
 
February 14, 2011 Article Start Previous Page 3 of 5 Next
 

In fact, people say that's essential.

BR: Yeah. Knowing when to stop. And it's interesting. The casual game market, in that way, on the business side, is the antithesis of core gaming, because everything is metrics-driven, and as soon as it falls below those numbers, they're like, "Okay, stop. Just cut it off because now it's not making the ROI that is required."



And you can sometimes keep the game running longer if you're like, "We're three days from an update, and we think it's going to get the numbers back up." You can kind of play that game, but the cycles are so short.

Where it's harder to get away from the big games. You're like, "Oh, God, if we shut down all the servers..." And the thing that's funny is if you think about it, the numbers of players that are impacted are so much greater on the casual side.

You know, you're worried about like, "Man, we still have 20,000 subscribers. If we shut the game off, they're all going to be really mad." And it's really interesting because on the casual side, they're like, "Yeah, we shut this game off. Yeah, we still have 800,000 users. Yeah, we're not making enough money off it. [snaps his fingers] Kill it." And they do.

I think somewhere in the middle, maybe, on the core game side, there's a balance. I don't think they can be quite so metrics-driven, but we have to be willing to say "This isn't working. How do we get out of that?"

I think the way that it tends to happen now is the slow bleed, right. "Oh, how were the revenues for this month? Oh, you didn't quite make enough. We need to trim two more people from your team." But you're still trying to keep the game alive, and you've already put years of your life into it.

And that's the other thing, too. The developers, I think become so much more attached. You work on a project for three months, yes, you're proud of it and you want to make it good, but it's three months -- as opposed to "I put four years into this game." You're like, "I'll be damned if that thing is going to die!"

So, it's harder to just burn the game, at some point, than it is on the casual side. But we have to find some ways to do that, whether that's having cheaper sustenance of the game, or just being able to say, "You know, let's just stop the game. Let's just stop the service on it."

And I think that if you're designing games that you know are going to be free-to-play with microtransactions, you're building a different game. You're building a smaller client. You're building a game that has much less stress on the backend, server-wise. It takes less resources. Its cost per user has to be so much lower, and it's easier for you to sustain that game longer.

That's the real thing that starts killing MMOs that are designed with that subscription model, with massive download and all these huge databases. It takes all this horsepower to run it. You start saying, "Oh, well it costs X amount per user to run the game." And you say, "Well, if we don't have this many subscribers, the game can't support itself," and it's a high-ish number. It's substantial.

There's a floor you hit where you're like, "Yeah, it doesn't matter if I've got 500 guys or 15,000." There's some number that's like, "Once I get below that, I'm paying in that cost." It just gets worse and worse because that's how the games are designed, technologically.

Do you think that like new business models can also alleviate some of the problems with funding for developers? Like if money is rolling off microtransactions consistently, will that be something that can keep people afloat?

BR: I hope so. I think it has to be a combination of business models, and then the way that whoever -- VC, publishers, whatever it is -- the way those funding deals for the developer are structured. Advances against royalties is just... It's almost not sustainable anymore.

If you have a company and you're like, "Look, we want to have a small, focused company that does one thing it does great -- and just do that", it is almost impossible unless you have a mega hit, and you know it's going to be huge, and you've already signed the sequel deal or something, just because of the lag in time. If you're taking advances against royalties, and I've got to pay you back in my royalty rate, it's like the publisher could make good money off a game, and I could close my studio. I mean, not great money, but good money off a game, and I close my studio.

And then they contract someone else to make the sequel if they own the IP, which they may well do.

BR: Sure. Right. And that depends, too. I have been talking with people that are going out and are like, "Yeah, I'm doing a start-up right now. So, I signed a deal, and I've got a royalty rate at 18 percent, and I got this much money up front, and I've got to pay back on my royalty, and the studio owns the IP." I'm like, "How does that ever work for you?"

It's like, "Hey, man, I'm working on it. I've got a job, and I've boot-strapped the studio up. I'm looking for the next deal." It's just like, "I was trying to get spun up, so I can do that. I found someone who's going to help me do that."

But it's so not sustainable, especially if they're asking you to make a product that they intend for you to support. It's like we're stuck in these boxed product business models and funding structures, but they want you to build something that you never leave. It just doesn't work.

I mean, there's got to be something where it's like, "Look, here's the funding. Here's how much we spend on development. Here's how much we have to spend on the marketing or whatever." Like, get all the components together. "Yup, that's the number. Okay, the first X whatever the game makes pays all that off. Then we go to the royalty rate." So, you start making money the same time the publisher makes money. Publishers are going to hate that because their whole thing is, "Look, we're funding many, many games," and they're hedging all their bets on these numbers.

 
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Comments

Weston Wedding
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It's hard to sit and read through a 5 page interview with a producer whose name recognition is based on strings failures or just mediocre projects. The videogames industry is just about as bad as the finance sector when it comes to rewarding incompetence with jobs and attention.

Adam Moore
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Roper has been in the industry for about 16 years and most of the titles he's worked on have been recognized successes as both games and franchises...like Warcraft, Starcraft, & Diablo.



MMORPGs are a difficult market to penetrate and the current predominant business models screw over the developers.



Check out this episode of Extra Credits:

http://www.escapistmagazine.com/videos/view/extra-credits/1906-The-Fu ture-of-MMO
s

Sting Newman
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Roper is one guy, roper is not a team of people. A game succeeds or fails based on who's keeping the vision for the game away from retarded ideas and the strength of the team.



Hellgate failed because it was badly conceived from the get go. When roper left everyone was expecting Isometric Action RPG, instead it was a third person pseudo MMO, it was just awful.

James Wiggs
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At least Bill had the guts to spell out how the industry operates. The brutal truth of the developer-publisher funding dance is ugly period. MMO's have been saturated since WOW kicked Everquest to the curb years ago, so it's not surprising that most MMO's fail. What is surprising, is why MMO's keep getting funding.



Kudos Bill...Best of luck on your next venture!

mikael svensson
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Even though I cannot bear with the appauling mainstream products Cryptic has created while this guy worked there you cannot close your eyes to the growth the company had and also the financial success of each and every game they released. Somehow - people are stupid enough to buy them.



I really hope Cryptic can make something a little bit more for grownups with the Neverwinter title.



About the negatice criticism you will always get that...whatever you do. You never get good criticism...always bad. Doesn't matter if you're selling cookies, driving a bus or checking parking meters. (Ok...maybe the cookies was a bad example..lol.)



The thing is that kids today have very bad or no upbringing at all and they are very competitive in everything they do. They will instantly...even before a game has been released make a list of why your game sucks and why game B is so much better.

Flavio Creasso
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Well regardless Flagship work, to me Mr. Roper will always be one of the guys that created Diablo.

Maybe this could be the trouble, people waited too much from him and let's admit that he is capable of lots more, just give him a break to get used to work outside AB.

David Fried
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But he didn't create Diablo... :P

mikael svensson
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Just the thought that he MIGHT have made Diablo repels me. I consider myself a more "harcore" RPG gamer here and we have always been talking about the "Diablo-style" of RPG:ing...which is...well....pure hack'n slash....without any attempt at actual roleplaying. That is what Diablo brought us...and that is also what RPG games nowdays brings us unfortunately...

Duong Nguyen
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MMOs are behind the tech curve in terms of graphical and networking technology. MMOs don't draw the younger crowd who are use to seeing photo-realistic games.. The current crop of MMOs are living off the 30's something who got into it 10 years ago.. There is massive interest in cooperative multiplayer experiences, but they are drawn to the much more frenetic and graphically appealing FPS genres.. Why did Champions not do as well as say DCUO? I think the art style and less than visceral / realtime combat dynamics had a major part to play.. Black Ops rakes in just as many player online hours as WOW now and it won't be the only FPS to bring in those numbers in the coming years i suspect..

Robert K
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I haven't read the whole article yet, but wanted to comment on part of it while the thought was fresh in my mind.



Comparing making a video game to a movie is kind of unfair. Making a movie and a game are totally different things (besides the script for the most part). I would think writing a script for a movie might be harder than a video game, you need much more dialog. Other than that I think making a game would be harder. The time to program the engine (Unless you use a pre-made one), the time it takes to code it.



Its harder to just throw away a game because it takes so long to make. NCsoft has a thing about throwing away games and it must kill the people who work on them. They could easily do what was done with Champions, D&D and other games, just sell the game to another publisher and let the game have a chance as F2P. If a movie is done and doesn't do well in the theater, or if the producer thinks it won't do well they can just send it to video and/or Netflix or other on demand service and people can and will watch it no matter how bad it is. Sure they shelve movies before or int he middle of being made, not sure how often that happens.

Sting Newman
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" I would think writing a script for a movie might be harder than a video game, you need much more dialog."



Did you not play mass effect 2 Robert? Or GTA4, or Red dead redemption? Games have a tonne of dialog now-a-days. Not all of them to be sure but games with lots of NPC's who the team wants to give voices to adds up really quickly.

Fox English
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To backup Sting's point: just my indie RPG alone has a minimum of 350 pages of dialog script written so far, and that's just the primary characters along the main story. A movie only has about 120-200 (generally 1 page = 1 minute). I can't imagine what a title like RDR or the BioWare RPGs.

Jonathan Lawn
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I blogged (from a position of ignorance) on why I though MMORPGs should be funded like TV series: http://www.gamasutra.com/blogs/JonathanLawn/20100924/6055/Similarities_be tween_g
ames_genres_and_other_media_formats.php. Perhaps Roper should try to get a publishing deal from HBO?

Duong Nguyen
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Unlike TV shows, making a MMO requires a huge investment of technology in the backend.. unless you just buy it pre-packaged then your limiting yourself to what they built.. A TV show if u get the funding u can have a pilot in 6 months.. A MMO even if u get funding it will take 2-3 years to build.



Until competent MMO middle ware comes about, i don't think that model will work well for MMOs, but its only a matter of time until someone releases a WOW level middleware solution..

Owain abArawn
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As I said in a different thread regarding the MMO grind, MMOs have to get beyond the lazy game development technique of "send the player out to kill 10 rats/boars/wolves/etc, and call the design good" for MMOs to 'work' again. Speaking of Star Trek Online, they did the exact same damn thing. Destroy 10 orions/klingons/romulans/borgs, etc, etc, ad infinitum, ad nauseum.



Bleh. If you want to know why MMOs don't work any more, you don't have to look any farther than that.

Benjamin Marchand
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I totally agree about the grinding part (didn't play STO to judge).

From an hardcore gamer standpoint, it really seems like 90% of MMOs since WoW (2005) wanted to follow WoW footsteps, either financially or with game mechanics.

Joe Wreschnig
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It's all well and good to say "well, try a different design" - but has that worked? Hellgate, for all its issues, did not play like WoW. FF14 does not play like WoW. On the other hand, DDO is one of the biggest "new MMO" success stories right now, and compared to those games, does play an awful lot like WoW. In some respects, even the core reward system of FrontierVille and CityVille are the same.



There *is* demand for that kind of game. EQ rose to massive success and WoW overtook it fivefold based on that tight reward loop. Maybe no one can do it at that scale anymore because of WoW's gravity, but claiming people don't want it is clearly wrong.



There are certainly a lot of game players that do not like the WoW-style reward loop. It's not at all obvious yet what they do like, and if it can be made into an MMO.

Benjamin Marchand
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Videogames are definitely too much attached to already existing models,

nowadays. This is what kills videogame in general.

And this is why 8-bit era was so glorious : it was new, free from any

model re-use.



There should be a number 1 rule in every game studio :

"Any time you start a new game development, just burn all your game

mechanism models".



To a broader approach, I would say that this "model discount syndrome", as mister Roper mentionned it, is the cynical, logical result of our actual society : driven by investors and shareholders.

Nobody wants to take risks. Nobody wants to lose that precious penny in some kind of "that could work, but we're not 100% sure". This is pitifully rotting creations, and we all know it.

Nobody wants to "just try and let instinct guide ourselves" anymore. We're all robots, production machines.



This is even what killed a lot of games these recent years : we could feel that the studio wanted to put an original feature in it, like I don't know, a new quest system, a new interaction ... and when you look at the bigger picture, you see those features overwhelmed by mainstream déjà-vus.



Game Industry has become profoundly shy. Gamemaking actors do not have this inner craziness anymore. This furious, innocent desire to plant new flags.



To all developers, game studios, gamedesigners : Just put your guts on the table. Take risks, follow your instinct. Put all those obvious rehashes into trashcan.

Every good gamedesigner is also supposed to be a good gamer. And a good gamer knows what's original, what's saturated, and what's addictive.



P.S : thank you very much for this article, very instructive.

Mark Buzby
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Yeah, and nobody wants to tell 30 or 50 or 100 people that they just lost their job on an innovative gamble that failed.

Iain Howe
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The reason why the innovation at all costs model has failed is because our game designers have grown up along with their audiences. Iteration pays better than innovation - the mainstream prefer something new but familiar and they vote with their pocket books. The development team that wants to stay in business, make their mortgage payments and keep their children clothed and fed bows to the pressures of the marketplace.



Smaller indie studios are where innovation at all costs still works - but nobody is going to trust them with a hundred million dollar budget.

x x
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MMO's fail when they get released too early, full of bugs due to the bean counters wanting to see some money. Players get a bad 1st impression and leave after the free month leaving a few fanboys to carry on the "but this game has so much potential..." hype until A. They see the light and quit or B. The game goes bust.


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