Cautionary Tales

Scott Jennings made an excellent post in response to a former NCsoft executive’s examination of what went wrong with Tabula Rasa. Both are hefty reads (especially the Martin link) but provide excellent perspectives on how one mega-budget MMOG went wrong and how another title never got off the ground.

So if these guys are so smart, and if making a AAA epic fantasy MMO is a solved problem, then why did so many games have a rough year in 2008? Keep reading and I’ll be so bold as to give you my perspective.

Here’s the thing. If making a great game was just a matter of having a few brilliant ideas, it would be a piece of cake. But brilliant ideas and a quarter will get you a moderately sized gumball.

Brilliant ideas are cheap. Everybody gets them. Brilliant ideas alone won’t lead you to make a great MMOG.

The reason these damned things are so hard to make (especially to make well) is that they require sustained focus on a mass scale throughout years of development.

That sounds easy to say, but it’s a Herculean undertaking. Not only do you need a clear vision and a firm direction, but you need leaders who can keep every single member of your team zeroed in on making sure every single thing they do is of the highest quality possible.

The success or failure of an MMOG doesn’t lie in its basic premise. The genre and feature set may attract eyeballs, but it is the details of gameplay and quality of content that will keep people playing–or, conversely, the lack thereof which will cause them to leave. All this talk of “too many fantasy games” or “too many upcoming sci fi games” is bullshit. Good games will get played regardless of genre, and bad ones won’t.

Until I had to do the nuts-and-bolts work of game design, I had no idea how much effort and focus it took to do well. Coming up with ideas for a zone or quest is easy–pretty much anyone can come up with cool ideas for them. What isn’t easy is sitting down and implementing those ideas in a fun, clear, and polished manner. The reason poor content makes it into big-budget games comes down to one thing: a loss of focus. Whether it was the designer who was supposed to implement fun content, the artist who was supposed to build a great asset, or the lead who didn’t hold the work to high standards, somewhere along the line the focus on quality was lost. And it’s so easy to let things slip, especially in an environment where people are more concerned about pride or job preservation instead of being honest about the work and making results the top priority.

Sometimes this loss of focus happens on a team-wide scale. Other times it’s more subtle, holding together 90% of the way only to fall apart in the final details. In some cases, focus goes out the window when you have bosses forcing a deadline down your throat.

Thus far, Blizzard has done the best job of maintaining focus and releasing quality products–though even they haven’t gotten it perfect. Most developers, of course, don’t have the same luxury of budget and time that Blizzard currently enjoys. But let’s not use that as an excuse; you don’t need hundred million dollar budgets to make great games. You can do it on a fraction of that budget, provided you maintain your focus and don’t make any huge blunders that bleed you dry of money and time.

The real formula for success in the MMO space: start with a clear and brilliant vision, make the right technology choices,  bring in producers who can keep a project on track with razor precision, hire leads who know how to nurture excellence, build a team of ultra-talented artists and designers who can make brilliant content consistently and efficiently, and keep all those people focused on their objectives every single day through several years of development. Oh, and make sure you have enough money to pay the bills until the revenue starts coming in.

The more weak spots you have in that formula, the greater the odds that your project will fail, or at the very least won’t be what it could have been. If I haven’t been clear so far, let me be so now: that formula for success is extraordinarily tough!

Most games fail–or at least aren’t the mega-hits the creators and publishers are hoping for. The same is true of most books, records, paintings, TV shows, and other creative endeavors which someone attempts to commercialize. But companies and individuals continue to take chances on all those things because, like that ever-elusive jackpot on a Vegas slot machine, when they pay out, they can pay out big.

The faults of an MMOG are easy to snark about and dismiss on a blog or message board. What you don’t see are the many people behind the scenes who poured their hearts and souls into those projects only to see them fall apart because somebody else lost focus. The stories behind the Vanguards and Tabula Rasas of the world, as well as those could-have-beens yet to be born, may inspire epic drama on the interwebs, but the true stories of how things went wrong are infinitely more subtle and often much more tragic.

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