Rewriting the Rules
Cataclysm isn't just an expansion pack - it's a fundamental change to how MMOs are operated.
Published as part of our sister-site GamesIndustry.biz's widely-read weekly newsletter, the GamesIndustry.biz Editorial, is a weekly dissection of an issue weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
If many of your friends are gamers - and if you're reading this, I'd rather hope that least some of them fit that profile - then you may well have noticed something of an exodus from the real world occurring this week. Ever since Tuesday, my various social networking accounts, my phone's email inbox and even some real-life conversations have followed a familiar pattern. "Cataclysm's here," they say, "I'll see you on the other side."
What's extraordinary about this flurry of defections from Earth in favour of the homely charms of Azeroth is the sheer range of people involved. Age, gender and occupation are no barrier, and the launch of the new expansion provides the stimulus (or perhaps excuse) required for WoW's most casual players to return to the game for a few months and explore.
Yet Cataclysm represents something more than just another chance to marvel at World of Warcraft's success, to regurgitate the enormous numbers - players, revenue, and so on - which have defined the game in the media in recent years. Nobody in the games business needs reminding of just how successful Blizzard's monstrous MMO really is, of how dominant it remains within its sector, or of the inevitability of a truly enormous launch for any new expansion.
What makes Cataclysm more interesting than any of this is that it's not, at heart, really an expansion. Rather, it's a ground-up revamp of the original game - a reworking of the six year-old content which defined the experience at the outset, along with a fundamental re-imagining of the stats and mathematics which are the beating heart of WoW's gameplay. Compared with these changes, the new races and zones, while exciting for many players, are a side dish.
In changing the fundamentals of World of Warcraft, Blizzard is taking an almost unimaginable risk. This is not comparable with releasing an update to a much-loved franchise which alters the basic structure of the game. A franchise can have the occasional dud game, or simply turn out the odd annual update that doesn't resonate with the audience. It might make it a little tougher to sell the following year's game, sure, but it's not like a weak game in, say, the Call of Duty franchise would change the fact that earlier games in the series were much loved.
World of Warcraft, however, is not a franchise. It is an active product, a living, breathing, revenue-generating part of Blizzard's business. Its creators don't want to convince people to buy another game in 12 or 18 months time - they want to convince them to keep parting with a subscription fee on a monthly basis. In that this involves sustaining devotion among an existing fanbase while growing the appeal into new audiences, that's a goal that's somewhat similar to that of standalone game developers. In that it demands the operation of a service which keeps players coming back month after month, it's utterly alien to them.
Faced with that task, Cataclysm is as bold a move as can be imagined. It risks, of course, breaking the fundamentals of a game which is arguably the most successful in the history of the medium. It represents something that no other media company, let alone game company, has ever attempted to do - the radical reworking of a live franchise which generates over a billion dollars a year. It's the entertainment equivalent of open heart surgery.
Of course, the reason that nobody has ever attempted this before is because nobody has ever needed to. Blizzard doesn't have any choice but to invent a brand new playbook for World of Warcraft, because no other company has ever been in this situation. WoW is unprecedented not merely in its scale, but also in the fact that it continues to grow even after six years on the market. By this point in the lifecycle of other MMOs, even the most successful of them are winding down, to some extent - content expansions are designed to keep dedicated players going for as long as possible, but there's a broad acceptance that the years of growth are over.
WoW's situation is unique, in both a business and a cultural sense, because it hasn't followed that curve. Its growth slowed a little in the past year or so, certainly, but there's no sign of an actual decline - no reason to believe that having hit 12 million subscribers, the game won't eventually pass the next milestone at 13 million. Cataclysm, in this regard, is a fascinating experiment not just for WoW but for the games business as a whole. It's an experiment which seeks to answer the question of whether there can be such a thing as an evergreen game, one which is refreshed in perpetuity and keeps its consumer base fascinated in an entirely open-ended way.
If so - if Cataclysm truly works, a question which won't really be answered for at least a few years when we can gauge its long-term impact on WOW's growth curve - then it creates tantalising possibilities for gaming. Blizzard's success will, of course, be extremely difficult for even the most talented teams to replicate, and anyone who actually sets out to "replicate" WOW is doomed to failure from the outset. However, if evergreen games are a possibility, then it's inevitable the WOW will ultimately be joined by more of them - perhaps, in fact, it already has been, although it'll be tough to recognise that without the benefit of hindsight.
Either way, Cataclysm's bold, experimental nature makes it vastly more than just an expansion, just like World of Warcraft's extraordinary scale makes it more than just an MMO. Whatever your personal feelings on Blizzard's game may be, it's a cultural landmark, one which casts a long shadow over every other effort in the online gaming space - and Cataclysm is a turning point which will define the future of WoW, for better or for worse, and with it, the future of the entire subscription gaming market.
For the players, of course, this isn't important. They have new lands to explore, new races to play and a changed world to adventure through. For the next few weeks or months, their social lives (and those of their friends, I fear) may be somewhat diminished as a result. For the watching industry, however, it's what happens after those months that truly matters. For years, each new move on Blizzard's part has written a brand new chapter in the history of MMO gaming. Which way the story twists after this chapter will give us an important new perspective on the possibilities of gaming in a connected world.
If you work in the games industry and want more views, and up-to-date news relevant to your business, read our sister website GamesIndustry.biz, where you can find this weekly editorial column as soon as it is posted.
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Comments (35) Latest comment 1 year ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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Really good content, story...
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Also, anyone that thinks that WoW has a "active" 12 millions of users as base would be very distant from the real situation: half of the user base is from Asia, with a very different business model, much cheaper per-hour subscriptions, and currently much of the western users only play the game sporadically. The peak of the WoW (and MMOs) popularity is gone, even if still provides a amazingly huge community and amount of benefits to Blizzard wallet.
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"World of Warcraft subscribers include individuals who have paid a subscription fee or have an active prepaid card to play World of Warcraft, as well as those who have purchased the game and are within their free month of access. Internet Game Room players who have accessed the game over the last thirty days are also counted as subscribers. The above definition excludes all players under free promotional subscriptions, expired or cancelled subscriptions, and expired prepaid cards. Subscribers in licensees’ territories are defined along the same rules. "
So clearly nowhere near everyone is paying £8 a month. But the 12 million all paid something in the month.
As for future MMO models I'd like to see someone try getting rid of levels so everyone can play with everyone and not have players segragated by level. Then have expansions / new content refreshing and changing the existing world rather than dragging players off to brand new areas leaving the old ones like ghost towns.
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When WoW started they basically took everything that was existing in MMOs (mainly Everquest) and polished it out of sight. Now that there's no competition they're building on their own successes rather than polishing other people's ideas.
To the person who said they wanted levels removed - although I can see it happening (and has already happened) in other MMOs I think WoW is too far down the carrot / stick level based path to go off that track now.
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Two words: EVE Online. A game which is older than Warcraft, after over seven years of running, it's still relevant today, still (slowly) growing its playerbase and still constantly reworking its game mechanics.
Shame on you, EG.
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I came in to post the same thing
Eve is obviously smaller but has had 2 free expansions a year for 7 years, the latest of which causes the rules of the game world to change in certain areas for up to a week, unless a group of players runs a set of dungeons, and the membership is growing although slowly.
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As for "How" it's changed - obviously the review is going to cover this, but to satiate everyone's appetite for infoz:
- Complete revamp of level 1-60 questing. About 95% of the game's original "Kill X of Y" quests are gone, and replaced with more engaging and fun quests. There is still a little rat-punching from time-to-time, but the rest of the quests more than make up for it. Each zone has it's own story from start to finish, and most of them are incredibly engaging (my favourite being the John J Keeshan mission in Redridge - basically the entire zone is an homage to Rambo).
- Class redesigns. Each class now has to specialise at level 10. When you do choose a specialisation, you get some of the kick-ass abilities which used to be only reserved for the high-end players at the bottom of their talent trees. For example, my new rogue got the Mutilate spell at level 10, something which you couldn't get before level 60 before. Bottom-line is that you get a fun toolkit to work with from the get-go, instead of spamming one button for days on end until something interesting happens.
- Phasing. This was introduced in Wrath of the Lich King, but really comes into its own in Cataclysm. A good example is when a Goblin town in the game gets put under siege by pirates, with 4-5 ships firing cannons at the port. To stop the attack? You climb a rope and swing onto the boats to take them out from within. There is usually this kind of phasing event in each zone.
I could go on, but the only extra thing I'll say is that I was so impressed by the changes that i completely abandoned my level 80 pimped-out rogue that I'd had for five years to level a brand new one, just so I could encounter the "New Player Experience" and go through the new zones. I'm only level 47 at the moment, and haven't even visited any of the five brand- new zones that my guild-mates are raving about. What's more, the stories in the revamped zones are so engaging that I find myself staying to complete the stories even when I out-level the areas.
Up until last week Mass Effect 2 was my favourite game of the year, possibly of all-time. Cataclysm has changed that in the space of four days. Trust me, people NEED to play this game!
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For the first time, WoW sounds like something worth playing.
Thanks for info.
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Still, I agree that this is a landmark expansion in the industry.
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However with cataclysm i really cant see tearing myself away for alot longer than a month or two, the changes are just far to widespread and means relearning things all over again, such as in my guild we have been discussing what gear to use now as a shaman the very idea of collecting spirit gear is alien to me. Not to mention that they really have gone to town with the phasing tech the game now stands up just as a damm good RPG even if you removed the MMO trappings.
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Should have written the article. As it stands, it is two pages of fluff before we get to know WoW's subscribers might not peak. Shocking!
And I'm quite happy that WoW dropped the goddamn Kill X of Y quests, since those were the primary things turning me off from the game, the extreme grind. At least now it is hiding the grind behind interesting quests, like Guild Wars did...years ago.
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*waiting on diablo3*
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"Cataclysm".
If you expect (as apparently a lot of you do) the article to explain the details of the changes to the game in Cataclysm you have very much missed the point. You can collect your dunce cap over there. /point
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Is AC1 still running? AC2 was killed and AC3 got a Tolkien license paint job...
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Leeeeerrrrooo...
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Now if someone would make a game that combines the player agency of EVE with the room for creativity of Minecraft* and the polish and accessibility of WoW...
*what the LEGO MMO should really have been
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1) The REALLY annoying fanbois who goto EVERY forum on the internet and proclaim how great wow is and how crap every other mmo is disptie the fact they have never played ANY of them and in some cases (eg GW2) the game is not even out yet. These are SO stupid they belive anything and everthing blizzard says. Its a known fact that they LIE about thier sub numbers. Anyone who can do simple maths can see this. Their public accounts say how much money they make and its nowhere near enough for the amount of players they claim to have. So therefore one of two things must be true. 1) thier lieing about the sub numers or 2) thier public accounts are wrong. If option 1 is true they get a smack on the wrist and told not to do it again. if option 2 is ture then thier in a MASSIVE amount of legal trouble which could close the company.
2) The graphics in wow look like they where drawn by blind three year olds.
3) The players act even younger than that
4) the game play is nothing but a never ending grind
5) The pvp is so unbalanced its not even funny.
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However, time and again in LOTRO I hear in chat people saying they can't believe how friendly and cool the people are compared to WoW. I've not heard a single comment to the contrary, namely, that someone is annoyed at their game experience and community experience in LOTRO having played WoW.
This weighs more heavily with me than the pure mechanics, but also, in terms of quests, while LOTRO might have it's fair share of bash x monster quests, it's epic storyline is excellent, as are some of the quest lines within that, and they are at least revamping the mechanics underlying the standard quests to fill out their reward structures (the new tasks system being a good case in point).
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So no, Blizzard probably aren't lying about their subscriber numbers. But they're not telling the whole truth either.
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As opposed to the REALLY annoying wow haters that come to EVERY forum to proclaim how crap wow is?