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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Evolution as it does and doesn't apply to MMOs]]></title><link>http://massively.joystiq.com/2010/01/17/evolution-as-it-does-and-doesnt-apply-to-mmos/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/01/17/evolution-as-it-does-and-doesnt-apply-to-mmos/</guid><comments>http://massively.joystiq.com/2010/01/17/evolution-as-it-does-and-doesnt-apply-to-mmos/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><div style="text-align: center;"><a href="http://commons.wikimedia.org/wiki/Evolution"><img hspace="4" vspace="4" border="1" align="top" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/01/blogs-evolve-epl-117.jpg"  alt="" /></a></div>
A few days ago, we discussed <a href="http://massively.joystiq.com/2010/01/12/why-we-dont-get-more-innovative-games/">the lack of innovation in the MMO market at the moment</a>, as well as some of the underlying reasons behind it.  The topic prompted <a href="http://blog.weflyspitfires.com/">We Fly Spitfires</a> to postulate the idea that we needed an MMO that broke most if not all of the established and accepted rules of the genre.  In his own parlance, <a href="http://blog.weflyspitfires.com/2010/01/10/we-need-a-mutant-mmo/">we needed a mutation</a> instead of a steady evolution.<br />
<br />
Those of you familiar with evolutionary science might be quirking your eyebrow a bit, as did <a href="http://teethandclaws.blogspot.com/">Of Teeth and Claws</a>, where it was pointed out that <a href="http://teethandclaws.blogspot.com/2010/01/mmos-living-games.html">mutation is a part of evolution</a>.  Continuing the analogy, it's a part of the slow improvement we see in our genre of choice, as the source leading to feature implementation and improvement.  And as <a href="http://www.kiasa.org/">Killed in a Smiling Accident</a> added, <a href="http://www.kiasa.org/2010/01/14/perfection-would-be-a-fatal-flaw-for-evolution/">evolution is not a straight line</a>, nor does it select features based on inherent quality -- the current "standard features" have evolved because they're best at succeeding in the current environment (that is, the market).<br />
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Ultimately, aside from fascinating extension of the analogy, the biggest point to be taken away from both this discussion and the previous one is that change in the genre isn't something which will happen overnight.  While the powerful influence that <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> has placed upon the genre is beginning to abate a bit, it'll be quite some time before it's discarded wholesale.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2010/01/17/evolution-as-it-does-and-doesnt-apply-to-mmos/">Evolution as it does and doesn't apply to MMOs</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 17 Jan 2010 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2010/01/17/evolution-as-it-does-and-doesnt-apply-to-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19319714/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/01/17/evolution-as-it-does-and-doesnt-apply-to-mmos/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>evolution</category><category>game-development</category><category>game-features</category><category>genre-improvement</category><category>improvement</category><category>innovation</category><category>killed-in-a-smiling-accident</category><category>mutation</category><category>of-teeth-and-claws</category><category>we-fly-spitfires</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Sun, 17 Jan 2010 20:00:00 EST</pubDate></item><item><title><![CDATA[Microtransactions and the splits in philosophy]]></title><link>http://massively.joystiq.com/2009/11/09/microtransactions-and-the-splits-in-philosophy/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/09/microtransactions-and-the-splits-in-philosophy/</guid><comments>http://massively.joystiq.com/2009/11/09/microtransactions-and-the-splits-in-philosophy/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a></p><a href="http://commons.wikimedia.org/wiki/File:Cash_register_Japan2007.JPG"><img vspace="4" hspace="4" border="1" align="top" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/11/blog-microtransaction-epl-1108.jpg" alt="" /></a><br />
No one was expecting the current 900-pound-gorilla of the MMO market to throw its hat in the ring regarding microtransactions, but the fact that it's in the mix has forced a large number of people to take a look at the philosophies and patterns of the business model. <a href="http://www.kiasa.org/">Killed in a Smiling Accident</a> recently put down <a href="http://www.kiasa.org/2009/11/06/wallet-death-by-a-thousand-microcuts/">some thoughts regarding the differences</a>, explaining that <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>'s model is, in their opinion, inferior to the one found in the equally-significant microtransaction model of <a href="http://www.ddo.com"><em>Dungeons and Dragons Online</em></a>. The former has a store consisting of fluff items with no equivalent in the game, while the latter largely puts forth offerings that can be obtained in the normal game if you want to take the time.<br />
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Of course, there's the obvious counter brought up in the comments: that it's better to have microtransactions selling something you can't otherwise get in the game. Simply take a look at <a href="http://www.champions-online.com/"><em>Champions Online</em></a> and the controversy over retcon pricing to see how the two can be better left untethered. Getting something unique is a nice bonus for a game you enjoy -- for example, look at the <a href="http://www.cityofheroes.com/buy_now/products/buy_city_of_heroes.html">bonus costume packs</a> that <a href="http://www.cityofheroes.com"><em>City of Heroes</em></a> sells. However, with items on sale that can be obtained from gameplay, the game can feel a bit more disjointed. There's a case to be made for both sides, and with the <a href="http://massively.joystiq.com/tag/free-to-play/">free-to-play</a> model gaining speed, it should be interesting to note where the majority of MMO players draw the line.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/11/09/microtransactions-and-the-splits-in-philosophy/">Microtransactions and the splits in philosophy</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 09 Nov 2009 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/11/09/microtransactions-and-the-splits-in-philosophy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19228045/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/09/microtransactions-and-the-splits-in-philosophy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>blizzard</category><category>business-models</category><category>champions-online</category><category>city-of-heroes</category><category>city-of-villains</category><category>co</category><category>coh</category><category>cov</category><category>cox</category><category>cryptic</category><category>culture</category><category>ddo</category><category>dungeons-and-dragons-online</category><category>free-to-play</category><category>game-mechanics</category><category>killed-in-a-smiling-accident</category><category>microtransactions</category><category>mmo-industry</category><category>ncsoft</category><category>turbine</category><category>world-of-warcraft</category><category>wow</category><dc:creator><![CDATA[Eliot Lefebvre]]></dc:creator><pubDate>Mon, 09 Nov 2009 11:00:00 EST</pubDate></item></channel></rss>
