The Undiscovered Country

My former boss Scott Hartsman wrote a really good piece last week about the complexity of building MMOs. He’s right on the money about why it’s so hard to bring these games to the market, which can be summed up as “They be hard to make, yo.”

Okay, we can analyze things a bit more thoroughly than that. After all, that’s what you pay me for.

Two points I really want to underscore:

MMOs have many more potential points of failure than the average title. Not only do you have to make a fun, solid experience just like any other game (no small task in and of itself), you have to do so with most of the action taking place on a server instead of on the game client. This requires a solid back-end infrastructure to handle gameplay, reliable billing, data security, and the other stuff Hartsman talks about. And because these things are invisible to the user when they work well, the only way you’ll hear about them is if they suck.

There just aren’t a lot of people with experience doing this. A lot of times on message boards you’ll see backlash when certain developers are announced to be working on a title. “Danuser? Are you kidding me? That guy sucks. Why the hell would they hire him?” Like Hartsman said, this industry is really young. Practical experience working on an MMO is valuable in and of itself, because these games are inherently different from what has gone before. Having worked on WoW doesn’t guarantee you are a genius, and having worked on Auto Assault doesn’t mean you are a failure. It’s about what you learn from a project and how you can apply it going forward that counts.

To paraphrase Warhammer Online’s Paul Barnett, MMOs are the undiscovered country of game making. We don’t have a tradition of campfire tales to hear from our elders, so we have to make things up as we go along. Unfortunately, that means some companies will be learning their lessons the hard way.

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