Over at his MMO blog, Mr. Koster made an interesting observation on the fidelity of games. In short, he asserts that many recent titles crank the volume up to 11 instead of offering a range of intensity.
Being the old record store aficionado that I am, I’m fond of drawing parallels between music and games. And in this case, I think the comparison is a valid one.
There is a prevalent belief in the entertainment business that you need to grab the audience’s attention right away and never let go. It’s a logical assumption, especially in our media-rich environment of instant gratification. Whether it’s a TV channel, the first few pages of a book, or the first fifteen minutes of a game, the fear is that you will lose your audience unless you hammer them over the head with non-stop excitement.
What gets lost in this premise is that not all audiences are the same, and not all audience members are looking for the same types of stimuli. Someone going to a Broadway show doesn’t expect the same style of entertainment they’d see in the latest Die Hard film; so why should every computer/console game be forced to offer the same style of fun?
This is especially true in the MMO world, where games tend to play at a more measured paced than the average shooter or platform jumper. Each style of game should play to its strengths, not try to force itself to be like another genre solely for the sake of potential box sales.
Another appeal of MMOs is that they can offer a broader range of content to resonate with multiple types of players. Those looking for dramatic combat and heroic feats should be able to find them in the same world as another player who enjoys more lighthearted fare and less intense action.
Along with gameplay variety, I believe another key appeal of MMOs is charm. A certain sense of wonder and warmth helps connect you to the game world and establishes a personal connection between you and your character. No matter how harsh and warlike your avatar may behave in the depths of a nasty dungeon, you still want to return to a place that offers the comforts of home. EverQuest was great at giving each race this personal charm; World of Warcraft is pretty good at it; EverQuest II sucked in this regard at launch due to the conglomerated starting areas of Freeport and Qeynos, but has gotten a lot better since Echoes of Faydwer.
In music, the space between the notes is as significant as the notes themselves. In games, the moments between the action are opportunities to help the player invest in different types of fun. Game makers should take advantage of those chances to offer a wide dynamic range of appeal, from intense action to subtle charm. Compressing your experience down to one extreme or the other limits your range, and potentially your player’s connection to the game world.