For today, a quick look at comments made by developers which caught my eye this week.
Aventurine speak out
When you play any MMOG, you’re making an investment, these are not casual games and they continuously evolve.
Nothing much to argue about there, you’d think. But commentators have interpreted this as meaning that MMOs are for the hardcore only. They’re right, of course. But it depends how you define hardcore.
Even the most casual MMO player has some kind of ongoing commitment to their favourite game/s and to their character/s. That commitment might go on for months or even years. Even if you just log on once a week to chat to your friends and solo a bit, that’s pretty hardcore compared to most gamers.
But it does go further than that. These are massive, complex games (even if old time players don’t think so). They reward time spent researching or looking up information online. The more time you spend thinking about the game when you aren’t playing it, the better. The more time you put in, the more you get out of the game – that’s been the traditional way things have worked, and it sounds to be the type of game Aventurine are proud of producing. So these are also games which have tended reward players for being more hardcore and challenge them as to who can be the most hardcore guy on the block.
Even if the competitive hardcore aspect was toned down (as is the trend), a casual MMO player would still come across as amazingly hardcore compared with the average gamer.
However, convincing Darkfall players that they’re more hardcore than everyone else has been one of Aventurine’s marketing strategies so it would be surprising if Tasos didn’t mention it several times during the Q&A session. He does forget his hardcore persona and go slightly off-message later in the article when he adds:
Darkfall is not the strictly hardcore game it’s made out to be. We have numerous casual players who enjoy the game as much or even more than the hardcore players. We were also surprised to find a healthy population of role-players during our events.
I’m intrigued as to what a healthy population of role-players is. If you are too, and like full PvP in games, they have a free trial on at the moment.
If a game world is immersive, players will spend more
MMO Crunch post about a report that shows how immersion affects buying habits in virtual worlds. (But they fail at linking to the actual report so I can only comment on their summary – which is that players spend more in immersive worlds.) This sounds plausible to me, although I was sad not to see the report because I’m curious as to how they measured immersion.
But another well known developer also spoke on a similar issue this week. Legendary Nintendo designer, Shigeru Miyamoto, answered questions in a video interview for IGN (partly transcribed by eurogamer.)
And then what happens is as the player begins to understand the world that they’re playing in, then they’re going to begin to think about ways that they can play within that world; they use their own creativity and their own imagination to tell the story or to come up with their own parts of the story, and at the same time they come up with new ways to play in this world that has been created for them.
So in a time when many MMO players have been wondering if devs are giving up on presenting immersive worlds, there are two different angles on why immersiveness might be THE single most important part of a game.
The first argument, straight to the bottom line, is that being involved in an immersive gameworld encourages players to spend more money. And the second, straight to the gameplay, is that players are more encouraged to play in immersive worlds.
So don’t give up hope yet!