Post by Morreion on Jan 20, 2010 9:03:13 GMT -5
The MMOFPS - Doomed To Fail? (We Fly Spitfires)
This is a big concern. An MMOFPS has to be compelling enough on the MMO side to make a subscription worthwhile or it will fail. Gamers are used to playing FPS games with no subscription cost.
This Global Agenda Impressions article by Keen makes a similar point- what is 'massive' about a heavily instanced MMOFPS?
I like the idea of an MMOFPS subgenre, but I think 2 things need to happen for one to be successful:
1) It needs to be massive, not heavily instanced. Heavily instanced MMOFPS = FPS. FPS=no way I'm subscribing to something I can get free.
2) It needs to have a strong central MMO component to the game, not a tacked-on system to an FPS like TR tried.
Planetside was the first MMOFPS and so far I think it was the best attempt. The 100-person battles were the key.
I can’t say for sure why the MMOFPS isn’t more popular but I do have an idea. To me, it seems like MMOFPS’ are neither one thing nor the other - they aren’t your standard FPS which is free to play online or your accepted longterm and heavily involving MMORPG. They come across as ‘enhanced’ FPS games that require a monthly subscription fee but don’t offer any of the large scale worlds, content or deep character progression that we’d expect from a traditional MMOG.
In short, if I want to have a quick blast in a FPS, I’d load up Unreal Tournament 3 or Quake Live and if I wanted to have a more immersive and involved gaming session, I’d play World of Warcraft or EVE Online. The current MMOFPS games don’t seem to fit the bill for either, failing to offer me either the short term, commitment free pleasure of a FPS or the long term progression and entertainment of a RPG.
In short, if I want to have a quick blast in a FPS, I’d load up Unreal Tournament 3 or Quake Live and if I wanted to have a more immersive and involved gaming session, I’d play World of Warcraft or EVE Online. The current MMOFPS games don’t seem to fit the bill for either, failing to offer me either the short term, commitment free pleasure of a FPS or the long term progression and entertainment of a RPG.
This is a big concern. An MMOFPS has to be compelling enough on the MMO side to make a subscription worthwhile or it will fail. Gamers are used to playing FPS games with no subscription cost.
This Global Agenda Impressions article by Keen makes a similar point- what is 'massive' about a heavily instanced MMOFPS?
I like the idea of an MMOFPS subgenre, but I think 2 things need to happen for one to be successful:
1) It needs to be massive, not heavily instanced. Heavily instanced MMOFPS = FPS. FPS=no way I'm subscribing to something I can get free.
2) It needs to have a strong central MMO component to the game, not a tacked-on system to an FPS like TR tried.
Planetside was the first MMOFPS and so far I think it was the best attempt. The 100-person battles were the key.