Roper warns against writing off WAR
Problem is expectations, says Cryptic man.
Cryptic's Bill Roper - the Diablo and Hellgate luminary now working on superhero MMO Champions Online - has stood up for Mythic's Warhammer Online after it announced its drop to 300,000 subscribers.
"I hear half the people are saying, 'Oh gosh, Warhammer looks like it isn't doing so great,' because they said they had 300,000 subscribers. Those are not bad numbers," Roper told MTV.
"I know many games out there that would love to have 300,000 subscribers," he continued.
Roper thinks that the inflated expectations that come from comparisons with World of Warcraft, which has over 11 million subscribers worldwide, have given pundits and executives a distorted idea of what a successful MMO is.
"It's like when you're in school, and there's the one kid that gets 100 per cent on every single test. You have to throw him out of the curve to actually see how everyone else compares because everyone fails when compared to that guy," Roper said.
"But I think that there are a lot of MMOs out that are thriving. And the good side about that is that you can have a few hundred thousand subscribers, do great, keep the company alive, grow it over time and keep it moving."
The problem comes, Roper said, when publisher executives don't understand that this is the case, or how a smaller MMO can be "fiscally sound".
"I really think that the biggest challenge maybe is that there's a much higher expectation now for MMOs. And It's really tracking more like traditional console sales, where if you don't have a certain amount when you launch - you have to get that big forward momentum at the beginning."
Roper discovered the problems associated with launching a subcription game when he had to close his Flagship Studios venture after the failure of Hellgate: London. He'll be hoping for a better performance from Champions Online when, according to new owners Atari, it launches in June.
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Comments (21) Latest comment 3 years ago
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I quite like WAR, and hope that the suits in charge realise 300k subs is enough for many Money Parties.
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The real problem WoW causes is if you launch without a finished product then people will cancel subscriptions, or not subscribe.
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i was disappointed in WAR, for many reasons, but even i would say that 300,000 subs is a good foundation to build on.
They dont need to grow it to a million right now, but if they put in enough work, people like me could be tempted back
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I don't really know much about mmos, but isn't a fair amount of churn natural for an mmo in its early days? Maybe WoW had less churn than its peers, but we have already established that WoW is an exception to the norm.
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Brand new genre, will be awesome.
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WoW didn't have to compete with WoW. In fact WoW in beta was a better game than any of the MMOs around at the time, despite having less content. This is the key to dethroning WoW - a new game can't match the amount of content so it has to beat the gameplay. That's going to be difficult in an Orcs'n'Elves setting, I'd go for a Battlefield / Company of Heroes style game, or something like APB seems to be doing.
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"WoW didn't have to compete with WoW. "
That is exactly what I was trying to say
And WoW at launch, even with Captain Placeholder/Lack of PVP and the like was still in pretty good shape. And I do miss those disorganized brawls at Southshore...
The real mistake I think is that pvp on its own will not carry the mass market in Europe/US, i.e. good pvp is not a substitute for good pve.
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As long as you are making a healthy profit, it doesn't matter what the rest is making.
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"WoW didn't have to compete with WoW"
This is true. I am perhaps being a little naive in saying "Wow is the exception" as if that is a reason to ignore it. Perhaps the truth is that WoW has changed the mmo market, and all new games DO need to compare favourably to it (if not actually beat it), whereas previously they did not. Why gives my previous comment an air of "living in the past".
However, "As long as you are making a healthy profit, it doesn't matter what the rest is making" is a fundamental truth.
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For example, when something new is introduced, you're given a briefing as to how to use it. Quests are always very intuitive and the descriptions are well laid-out. They always lead you to the next quest hub. All those little things that avoid getting "stuck" or a game becoming frustrating are what Blizzard always iron-out, IMO and it's what makes WoW a much more rounded game than others.
Maybe some people dislike being lead by the hand so much, but for me, my play time is limited and I don't WANT to spend my time wandering around looking for quest hubs or trying to work out what to do next.
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I think the problem is WAR set itself up to fail, though. Their bullish claims of 500,000 subscribers as their target, which they subsequently didn't make, seem to make it appear a failure, but in reality 300,000 subscribers - as has been pointed out - in a game not yet released in Asia is damned good going.
I wouldn't mind 300,000 x $10 a month in my bank account...
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I fully expect that 300k user base to have increased by the end of March. Not by a wide margin, but rising nonetheless.
However, anyone thinking of giving it a try I urge you to purchase a US copy of the game and play on the Mythic run servers over the pond (there is no lag to speak of for doing so..this isn't the 90's
Avoid GOA, and avoid becoming a 2nd class customer.
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Sorry, the article I was referencing gave the impression most of that amount came from AoC.
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The difference is that Blizz learned their lessons fast and applied it to the live product. Other developers seem to spunk out their game (whether pushed into it by the publisher or whatever other reason) and then be like a rabbit in the headlights.
The number of MMOs you hear of that get close to release and then have large chunks of the mechanics or content changed in the last year is testament to the fact that MMOs are the new frontier in gaming and people don't really know how to distill what they can see in the market (WoW killing everything) into best practice development and then release. It's like trying to recreate Twitter. No one has a fucking clue why Twitter is popular, it's not the most pretty thing out there or the most featured or complex but yet numerous other web apps will disappear into obscurity and that will make its creators multimillionaires.
Having said that, if you make sweeping changes mid development cycle then you're never going to compete with something like WoW because you can't possibly give yourself enough time to get it up to scratch.
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What? Sorry but that's a ridiculous statement to make. Whether you like WoW or not, you can't make a statement like "it didn't have a great deal of content" with a straight face. Eight starting races, six starting zones, hundreds of quests, two continents to explore and a shitload of gear, weapons, etc and that's "not a great deal of content?"
Please...