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Reader Comments (9)

Posted: Jan 30th 2008 9:42PM (Unverified) said

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I think part of the problem with most current MMO's are that they paint themselves into a genre corner. An MMO is a big, expensive undertaking, so you would think that they would adopt more generalized universes that could handle a mix of genres - from advanced science to magic to steampunk, etc.

Maybe someday :)

Posted: Jan 30th 2008 9:43PM (Unverified) said

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I would kill a thousand thousand baby ducks to get a Steampunk MMO

Posted: Jan 30th 2008 11:53PM GRT said

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I think part of it is pacing. In a fantasy MMO, combat is, at low levels, a pretty slow-paced affair. Kill a goblin, then look around and find another goblin to kill, and kill that one. There's plenty of time to chat and make social connections. A reasonable typer can continue a chat conversation while fighting, again, at low levels. Compare that to something like Auto Assault or even Tabula Rasa...if you're in a fight you can't stop to chat. And these social connections are what keep you logging in...well, for a lot of us.

Also, fantasy is familiar, and generally speaking we all know that a little kobold is weaker than a hulking orc, who is weaker than a giant. In general terms, bigger = more dangerous. In Tabula Rasa (I don't really mean to pick on TR -- I think it's a pretty nice game -- but its the most recent non-fantasy game I've played.) you don't immediately know if a LightBender is more difficult than a Thrax, or whatever... yes, you can con things, but I'm talking about that gut-level, 'instinctive' knowledge that makes a game world feel familiar.

That's (part of) why a game like Saga of Ryzom may have struggled. It was fantasy, I guess, but so *different* from the traditional fantasy tropes that it felt uncomfortable.

Posted: Jan 31st 2008 9:36AM Scopique said

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With fantasy, everything has an explaination because you can just make it up. With sci-fi, we're "limited" by feasibility. With sci-fi, there has to be some kind of connection to physics and the laws of the universe, while with fantasy, it can as simple as saying "it's the will of the gods".

Possibly, people endure so much sci-fi trappings in daily life - cell phones, the Internet, etc - playing a sci-fi MMO isn't as much of an escape as fantasy is.

Posted: Feb 1st 2008 2:58AM (Unverified) said

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Grr gonna have to paste these to clipboard before posting with this archaic engine, had some witty beautiful longwinded responses composed, no email no nothing so yeah waste of time.

To surmise my point just wanted to say that being a newer segment of the gaming industry it suits that they'd stick to well trodden ground for now. I mean heck they almost executed Galileo when he suggested the earth weren't the center of the universe, who needs to be an innovator?

That being said there are some great steps being taken by some good developers. TR has a great base to build off of and yes it is buggy as all hell and every patch the whole face of the game changes, but that's nothing new if you've participated in a MMO launch, in fact sadly it seems to be the norm in the industry, but I guess you have to pay for the power for the computers that fix and build stuff to run in these complex and dynamic worlds. Other thing I been keeping a stray eye on lately is Huxley but hehe that was supposedly slated for release in '06 and yeah just maybe going into beta soon, looks great but probably by the time it actualy hits shelves the Unreal Engine will be a dinosaur.

Other thing that keeps sci-fi on relative lockdown is as stated previously not only does it incorporate our technology into it, it adds a bunch from the future. Without cutting edge graphics and physics engines it's a hard thing to sell plausibly (I.E. draw me a horse and cart, maybe some swords and a campfire in 640x480 I can catch the drift. But try drawing up decent partical beam effects, shaped charges blowing up stuff (with corpses flying et all), or a no-ship in the same graphics resolution and try getting the point across) and to do that the client side hardware has to be pretty decent too, which cuts a large chunk of the market out. How's the biggest one so big? hehe don't we all wish we could answer that question, but I'm willing to bet a large part of it is that a freakin P3 can run it with an nvidia fx5200 and even lower (hello world of polygons but hell it must work somehow their harvesting millions of greenbacks out of it).

I real hope we see some more great titles added this year tho, if only origin didn't go extinct and with it wing commander online.

Posted: Feb 3rd 2008 4:20PM (Unverified) said

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To the author. I think you're totally missing the point. It's simply not as deep as "people like swords better" or "the combat in FMMOs lend itself better to this type of game"

I think what it comes down to is that nobody has made a GOOD sci-fi MMO. Period.

What do you have? Anarchy online. A game that had systems that where to complicated for the average player and vast expanses of nothingness. Star Wars Galaxies. What a turd that game was right from the start. I wouldn't expect that game, even with the franchise behind it to succeed. EVE online. Much to boring for the average player.

And thats about it. If there was at least one good sci-fi game out there you might not even have the need to write an article likek this.

Posted: Feb 3rd 2008 4:22PM (Unverified) said

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I think the question you have to ask then, if you're saying there are no good sci-fi MMOs (though the players of EVE and Tabula Rasa may beg to differ)... Are Sci-Fi MMO's just harder to make? Or are they harder to make good? The studios who made some of the flopped Sci-Fi MMOs aren't necessarily new to the industry, they just dropped a few balls in their games.

Do those sorts of small faults stand out in a Sci-Fi game, more than they would in a fantasy MMO?
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Posted: Feb 5th 2008 3:05PM (Unverified) said

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Dave,

The problem is beyond sci-fi or fantasy scene. Regardless of genre, 75% of video games are bad. 20% are decent to play once to completion and maybe play a few months in a MMO setting. Maybe something in the game individually resonates with you and you are one of the few that continue to play even after your friends have quit, but most people do quit after a while, moving for better game experiences.

The last 5% of games is the real pleasure. You play once, enjoy it, and come back for more. They vault past your expectations and show us what we should have been expecting this entire time. These games are few. Regardless of genre.

Making an MMO game is difficult. I recently started a new character in Warcraft a few months ago and it took 11 days of in game play time to reach level 67 (you can check this by typing /played, in case you're curious).

11 days. The Lord of the Rings films are together 11 hours or so. All of Star Wars is 15 hours or so. And I'm not yet level 70 and have experienced none of the end game content.

To create more than 11 days worth of interactive content that will satisfy millions of people must be an extremely difficult task. Most creative content, whether it be movies, books, music, or video games, just isn't good enough to satisfy most people for very long.

Thankfully for all of us gamers, Blizzard was able to nail a 5% game in World of Warcraft and show to all game developers and corporate directors that there is a huge amount of money to be made from this product.

Posted: Apr 23rd 2008 1:13PM (Unverified) said

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I disagree that the combat style difference between Sci-Fi and fantasy is negligible. There are inherent differences between the generic Sci-Fi and Fantasy genres that lend themselves to being captured more accurately by different game types. For instance, there are about as many successful Fantasy FPS games as there are Sci-Fi MMOs.

A likely reason for this is that it makes sense that a Barbarian isn't smart enough to use spells and a mage is too weak to wield a sword, but any chump with a finger can use a gun. Trying to create those separations in a Sci-Fi MMO feels forced. (I'm sorry, you don't know how to use this type of gun technology, even though there is a hole in the end of the gun and the trigger is right here.) So if you allow everyone to do everything (as EVE Online has done, and well) you destroy the class system. If you try and force it, your MMO starts to suck. In the same way there is a disconnect in a FPS between clicking a button and watching a sword swing as opposed to launching a hail of bullets. RTS can afford to be in ANY genre because regardless of what kind of toy soldiers you are playing with, every army needs a general.

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