Genetically Modified Gaming

It looks like an MMO, but it isn't an MMO. Yet.

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What was the biggest massively multiplayer online game of 2007 - and, indeed, of 2008 so far? Ignoring the obvious answer - "World of Warcraft, again" - I'd argue for a rather unusual answer to this question. Not Lord of the Rings Online, not Tabula Rasa. No, to my mind, the biggest massively multiplayer online game of 2007 was Call of Duty 4: Modern Warfare.

Of course, in the strictest possible sense, CoD4 isn't an MMO. Each individual game instance holds only a few dozen players, after all - although if you really wanted to turn this into a pub argument, you could introduce the fact that World of Warcraft also restricts your party size to an absolute maximum of 25 players in its instanced dungeons.

Rather than miring ourselves in that impossible debate, though, consider the ways in which Call of Duty 4 does resemble a massively multiplayer game. Each player character is persistent, levelling up through the ranks by gaining experience - earned either by killing enemies, or by completing in-game tasks. As you level up, you unlock the ability to use new or upgraded weapons, and learn new abilities, and thanks to the persistent nature of your character, those abilities stay with you throughout future encounters.

In many ways, the system I've just described is a more important part of the MMO concept than the whole "massively" element itself. COD4 may lack the ability to see large crowds milling around waiting to go into instanced combat zones (although you'll see hundreds of names in lobbies in the course of an evening's play), but the levelling up, unlocking of new gear and learning of new abilities are all lifted directly from the MMO playbook.

Given that COD4 is far and away the most successful online console game of the current generation thus far, it's obvious that there are lessons to be learned from Infinity Ward's approach. With regard to the surprisingly MMO-like progression system, I'd say that there are two key areas which publishers and developers need to pay attention to.

Firstly, from the point of view of a significant part of the industry - those working on console or PC games with single-player and multiplayer modes - the lesson is simple. MMOs have dominated headlines in the games industry's news feeds in recent years not just because World of Warcraft has been a huge success, but because they're onto something big. The sector may be shockingly expensive, risky as hell and littered with the corpses of high-profile failures, but the player numbers overall keep growing and the rewards of success are immense. They're doing something right.

Call of Duty 4 proves that it's possible to take some of the things that MMOs do right and distil them for a game that wouldn't traditionally be seen as an MMO. The potency of the idea, even in this form, is obvious; the drive to play just a little bit more, because there's a reward waiting just up ahead, is an incredibly powerful and addictive force for players.

What other ideas could work, carried across wholesale from the MMO model and turning existing game genres into MMO-lite contenders? Persistency and progression is an obvious, powerful and surprisingly under-utilised one - but in the hands of a gifted development team, couldn't the same transition be made by concepts like player economies, large-scale Player vs Enemy encounters, virtual world interactions and a host of other concepts that MMOs, to some extent, really get right?

That's the lesson to those who aren't making MMOs is that you should also be watching this space. Amazing stuff is happening here. Player retention and the science of addiction is being expanded upon in innovative, groundbreaking ways; new business models are emerging and undergoing their baptisms of fire; and fundamental questions about human interactions within game-playing worlds are being answered, and before anyone has even thought to ask them. Even if your game is nothing like an MMO, you owe it to yourself to be watching carefully.

What, then, is the lesson to those who are making MMOs - or who aspire to doing so?

Basically, it's this - that while we're all talking about how to bring MMO games in new directions, how to break out of the swords-and-sandals mould and drag new audiences into the massively multiplayer ecosystem, Infinity Ward has quietly (and perhaps unintentionally) gone and actually done it, in a small but vitally important way.

The wider gaming market has come to understand that you can't attract new audiences without making radical changes to the definition of videogames - hence SingStar, Wii Fit and their ilk. Equally, the MMO market needs to come around to the idea that you can't pull in serious new audiences by re-skinning World of Warcraft - and that not every successful MMO is even going to be recognisable as an MMO.

The technology which now exists to enable online, massively multiplayer gaming is astonishing. Developers are working with a level of network and server capacity, not to mention CPU and GPU power on the client machines, that they would barely have dared to dream of when the likes of Meridian 59 and Ultima Online launched - and I refuse to believe that the existing model (Quests, Grinding, Auction House, Instances) is the only way to leverage all of that power to create a social, addictive gaming experience.

What this industry should be striving for isn't to become the next World of Warcraft - it's to become a game equally as successful as World of Warcraft, but whose Venn diagram of players has as little crossover with Blizzard's opus as possible. Given what we've seen in recent years in this market, nobody should be shy of innovation - because it's perfectly obvious that slavish copying of the market leader is just as likely to result in utter commercial disgrace. Reinvention and rethinking of the genre and the medium may actually be a lower-risk prospect - now there's something you don't hear very often in the games industry.

I firmly believe that MMOs point the way to the future of videogames - but that doesn't mean that every game in future will be an MMO. In fact, rather like point-and-click adventure games, I suspect that the MMO genre as we know it now is doomed to become little more than a tiny niche, of interest only to die-hard enthusiasts. Just as point-and-click adventures handed over the reins to a host of new games that took their core mechanisms and made them work in new contexts and settings, the science and philosophy of design which has been learned with MMOs will be imparted to whole new generations of games. COD4 is only the beginning. After years of separate evolution, it's time for the DNA of massively multiplayer games to spread into the wild.

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Comments (13) Latest comment 4 years ago

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  • Gnort #1 4 years ago

    I see you point, but this isn't a direction I'd like to see games going in. The core ideas of MMOs - player persistency, levelling, finding new gear - all go hand in hand with them being massive time sinks. I have neither the time nor the inclination to go through all of this, I'd much rather play through a game and see all there is to see in 10 to 30 hours than have to grind for months before getting to the high-level content.

    It's not that I have a short attention span, it's just that nowadays I have a lot of things to do other than play games, and I prefer being able to experience diverse games when I do play, rather than having to dedicate myself to one game to get the most out of it.
  • Shinji #2 4 years ago

    I understand that reaction, but if anything, I think what CoD4 proves is that you can retain the addictive quality without having to make the game into a massive grind.

    The main reason why existing MMOs are massive time sinks is simply because they want you to pay another 8 to 10 pounds next month. The subscription fee encourages developers to pad out their content, and they try to strike a balance where they have just enough tedious, timewasting tasks to make sure it takes ages to do anything - while simultaneously having just enough compelling content to keep you coming back.

    Quite rightly, a lot of gamers think this is rubbish. Hell, I run around World of Warcraft with level 70 characters nearly every weeknight, and *I* think it's rubbish - it's just addictive rubbish. But if you drop the subscription fee and find a better way to do business, or simply take the ideas of MMOs and transplant them into a normal, "35 quid up front and that's your lot" kind of game, then you can potentially get all the wheat with none of the chaff. COD4 does it quite well - and I'm looking forward to seeing what other developers will do with it too.
  • john_silence #3 4 years ago

    Convincing. I also agree with the first comment, and the second one as well. I must have turned into a limp crumb during breakfast.
  • thedaveeyres #4 4 years ago

    I've been playing too much GTA4... I read the title and thought it would be an article about Brucie.
  • roBurky #5 4 years ago

    "In many ways, the system I've just described is a more important part of the MMO concept than the whole "massively" element itself."

    I strongly disagree. It is the /least/ important part of the idea of an MMO. The attractive elements of an MMO have nothing to do with systems of addiction. Game design to encourage addiction is simply more used in MMOs because of the subscription pay method.
  • Metalfish #6 4 years ago

    Reason why player numbers in COD4 are consistently high: a level one person has a reasonable chance of killing a lvl 55 person. Skill will mitigate this, as will the addons of weapons, but it is generally about more choice rather than being, well, just better. If mmos embrace this concept I imagine they'll see plenty of more "casual" players join in.
  • Fab4 #7 4 years ago

    While CoD4 has the persistent character models of an MMO, it lacks (as the article says) the 'massive' part. More importantly, it has one of the worst multiplayer matchmaking systems I have seen in a next gen console. There is absolutely no determinable 'ping matching' going on. The host migration is a joke. The fact that you are thrown into a pre-started game, no matter what time is left in the game.
  • cw- #8 4 years ago

    WoW has instances that allows upto 40 man raids, in dungeons and out in the open world.
  • Ryuken #9 4 years ago

    "Strange how Battlefield 2 did not get a mention in that article."

    Aye, I haven't played CoD4 myself (yet) but it sounds awfully familiar to what BF2 did about three years ago.

    Anyway, the "massive" is idd lacking in both BF2 and CoD4 obviously but if you look at most MMO's they also lack that "massive" part. How many of these games actually give you the feeling you're in a real war for example? Or a real world where you can have an impact? It's not just about the huge number of players dancing around simultaneously on your screen (and to be honest, there are barely MMO's out there which can do just this part "right";) but about what their long-term goals are, it shouldn't be a simple skirmish on the same batteground with the exact same objectives every time and the leveling definitely shouldn't be the main reason to keep on playing as well because yes, that would just be a useless timesink.

    I think games like CoD4 and BF2 have their place but there is a huge gap in the online FPS world for something much, much bigger. So, to all devs in the world, give me a proper PlanetSide 2-style of game please, I think I am not the only one craving for that.
    Edited by 1 at 12/05/08 @ 12:38
  • NorfolkNClue #10 4 years ago

    Good article. I've noticed that the (what I consider to be) better thought out articles on EG generate minimal comments, whereas other articles with a more simplistic premise (e.g. GTA 4 PS3/360 comparison) generate a billion. I'm not trying to take away from the article, as it was incredibly in depth and a good read in itself). What this means, I have no idea, but any point stated would no doubt include the general intellectual curiosity of the average interwizzle reader.

    Back OT, I agree with the idea that games with an element of MMO - i.e. character persistency et al.- are the way forward, as the article states it gives the player more interest in his online character, and offers a meaningful reward to progression instead of some rubbish achievement points. Roll on games with MMO-esque progression - as a jaded 30-something gamer, it's ideas like this that will encourage me to continue buying games.
    Edited by 2 at 12/05/08 @ 14:06
  • WantOn #11 4 years ago

    The key part of both CoD4, WoW and yes, BF2, is character progression.

    Its the idea that you are investing time in something to receive something back.

    In CoD4 its better weapons, unlocks, achievements, etc.

    In WoW it is better gear.

    You only have to look at the prevalence of rank or stat systems on Counter-Strike and its ilk to see that people want:

    a) A measure of how they compare to other people, and

    b) A sense of having done something in the time they are logged in.

    Many single player games offer b). A lot of multiplayer games offer a), albeit on a short scale (e.g. over the course of a map). I believe most non-casual gamers want a) and b). MMOs and the likes of CoD4 offer both and are the more successful because of it.
  • L42yB #12 4 years ago

    @cw- Several FPS games allow you to play with up to 64 players... but the number of players is not really the point.

    I totally agree with the first post - I find MMO's far too slow and tedious and I just haven't been able to get into them... I really, really hope that devs don't try and make their games into a grind fest in an attempt to copy the MMO model, it would be really depressing :(

    COD4 is good, but it is definitely not anything like an MMO. Having stats persist between game sessions is far more a multiplayer RPG element. I don't really see it being as something taken from the MMO model at all...
  • Remy #13 4 years ago

    Some interesting stuff here Rob :) The whole "what is an MMO" (or even an MMORPG).. or just what are it's core elements is a very murky field. There is very little consensus there unfortunately, so it gets to be a very complex thing to discuss without explaining everything in excrutiating detail. Simple language fails us once again.


    If it's permissable to self-pimp here, some of the ideas in this article reminded me of my, admitedly rather unpolished brain-dump take on some of this, which came at it from a different angle... http://ag oners.wordpress.com/2008/01/15/...