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Worldcon: “World of Warcrack” panelAugust 26th, 2006 |
So yesterday morning I moderated this panel. The folks on the panel were a distinguished bunch: Bill Fawcett, who dropped anecdotes about when Gary would use NPC thieves to rob his party blind — yes, he meant gary Gygax; Justin Lloyd, who started developing games sometime in the Pleistocene; Mike Stemmle, who’s a lead on Star Trek online nowadays, but of course is best known for his work on LucasArts adventure games; and Scott Campbell, who among other things was lead design ona little RPG called Fallout.
The audience was, as expected, a lot of WoW players. But more than that, it was also a group that had been playing MMOs for a while, and a variety of them, it seemed. The ostensible topic was “why are these games popular, and why is WoW king,” but the issues raised were what i thought merited blogging about. Semi-coherently, at any rate, since I was at a suite party until 2:15am last night.
The reasons the panel advanced for WoW’s success were very straightforward, and nothing very shocking:
- They took the time to get it right.
- They spent a fortune doing so.
- They had two of the biggest brands in gaming to work with, Warcraft and Blizzard, with a gigantic in-built audience of core gamers.
- They made sure that there were no penalties to things you did; death has no sting, and timesinks are minimal.
- There’s very regular positive feedback.
But what was more interesting was this set of reasons that the panel also advanced:
- Blizzard focused absolutely on the fun, with no pretenses towards being anything other than a game; no frou-frou dreams of being a virtual world.
- Blizzard focused on combat, and everything else was icing.
- The game permits massive amounts of “playing alone together,” never making you interact with others.
I think the thing that struck me about this formulation was that as we discussed it, I couldn’t help but think about how easily these are framed as negatives. I mean, if you restate those as dictums for success, they come across as entirely missing the point of MMOs.
- They’re games about killing orcs. Other stuff is a distraction.
- Socialization is bad.
I expected to get a little more pushback from the audience when I baldly stated that WoW was one of the least social MMOs I have ever seen; perhaps the vigorous consensus from the panel deterred the audience from jumping up to defend the social integrity of their guild, or whatever. Instead, lack of socialization morphed into a virtue, as a result of WoW success, permitting users to play with little commitment.
What did happen was a few plaintive questions from the audience, such as one gentleman who wanted to know when MMO games would grant equal dignity and respect to non-combat players; the first round through the panel, the answer was basically “well, the games will grant plenty of token nods,” or “go check out these social games,” until another audience member pointed out that we were ducking the question. Which finally led us to open up the question of whether the streamlined orc-slaying power fantasy of WoW is really the future; I pointed out that most of the world probably views that behavior as, well, tacky, and it’s not all that likely to spread hugely beyond the market of core game players.
The juggernaut cannot be denied, certainly. But Bill Fawcett asked the others on the panel at the end, given unlimited budget, what would we make? Nobody answered with “something like WoW.” Instead the replies were “something different,” “a dozen small niche games,” and the like. Oh, and “Star Trek Online,” from Mike.
It may be that the mass market, accessible, appealing virtual world is in fact one that exploits the core characteristics of MMOs as little as possible: variety because of the emphasis on place rather than single game, the presence of other people, and persistence and the ability to absorb change.
It won’t, for me, anyway, be the most interesting virtual world, but I am certainly willing to concede that it’s likely to be the most immediately fun.

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[...] Worldcon: “World of Warcrack” panel on Raph Koster Worldcon: “World of Warcrack” panel on Raph Koster So yesterday morning I moderated this panel. The folks on the panel were a distinguished bunch: Bill Fawcett, who dropped anecdotes about when Gary would use NPC thieves to rob his party blind — yes, he meant gary Gygax; Justin Lloyd, who started developing games sometime in the Pleistocene; Mike Stemmle, who’s a lead on [...] via Raph Koster [...]
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Einige Punkte haben sie ganz gut formuliert, aber zumindest beim Punkt Timesink liegen sie eigentlich total daneben oder hätten es etwas differenzierter formulieren müssen. # They took the time to get it right. # They spent a fortune doing so. # They had two of the biggest brands in gaming to work with, Warcraft and Blizzard, with a gigantic in-built audience of core gamers. # They made sure that there were no penalties to things you did; death has no sting, and timesinks are minimal. * Blizzard focused absolutely on the fun, with no pretenses towards being anything other than a game; no frou-frou dreams of being a virtual world. * Blizzard focused on combat, and everything else was icing. * The game permits massive amounts of “playing alone together,” never making you interact with others. Rest: http://www.raphkoster.com/2006/08/26/worldcon-world-of-warcrack-panel/ Allgemein FB vs. GC Heute, um 17:09 Uhr erstellt von: Bergdoktor Fazit nach unserem diesjährigen Besuch: Neuigkeitswert = Null, überfüllt das es schlimmer kaum geht, unter einer Stunde anstellen kam man zu garnix. Ausser bei irgendwelchen Pferdespielen und dergleichen. Mädels waren ok, die 2 besoffenen mit dem Megafon z.B. (Fotos inc später) Abgreifen (AB, nicht aus) konnte man auch kaum was, und wenn hätte man ein paar Stunden irgendeinem dümmlichen Anheizer zuhören müssen. Die GOA Party (rechtes Bild) danach war genauso überfüllt, damit hatten die wohl selber auch ned so ganz gerechnet. Die ersten 40 Leute warn irgendwie nur von Avalon. Wir warn wenigstens früh genug da, aber auch leider etwas früher wieder weg da wir noch 3 Stunden durch den Wald fahren mussten. 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But this isn’t a predictor of addiction in itself. * Speaking of which, the graph of number of players who engage in that sort of “negative valence” behavior showed a classic power law curve. * Roleplay and immersion show no link to addiction. * However, they also do not show any link to engagement, which seems counterintuitive to the author of the study. I might hypothesize here that engagement comes from actual emotional contact with others, rather than from roleplayed relationship. * The individualism of the player in question was unrelated to addiction. * If you prefer raid guilds, you always like social guilds. However, if you like social guilds, you may or may not like raiding. * As we’ve seen before, most of the female players in the study (maxed out ones, in this case) started because their significant other introduced them to the game: 41.2%. 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[...] Over on the thread about the Worldcon panel on WoW, an anonymous poster engaged in a bit of sarcasm: What?!?!?!? [...]
[...] Is It Possible to Surpass World of Warcraft? on GameDaily BIZ is DFC Intelligence’s David Cole taking on the same topic as the “Warcrack panel.” He comes to largely the same conclusions: [...]
[...] Worldcon: “World of Warcrack” panel [...]
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[...] Les ides de Raph Koster sont de manire gnrale trs intressantes. Je vous conseille vivement son blog: http://www.raphkoster.com IL a aussi crit un bouquin qui n’est pas dnu d’intrt. Ca fait un moment que je lis ce qu’il crit et dit et je dois dire que je le trouve assez clairvoyant. Contrairement beaucoup de gens dans sa profession, il semble avoir une assez bonne notion commerciale globale.Je vous conseille vivement ses avis concernant WoW par exemple, c’est assez plein de vrit. Contrairement beaucoup d’autres il ne critique pas mais admet le succs et l’explique tout en expliquant pourquoi il est possible et intressant d’offrir autre chose.Je trouve qu’il pose de manire gnrale les bonnes questions. Et c’est peut-tre d’ailleurs a la chose qui est apprciable avec lui. C’est quelqu’un qui questionne beaucoup et explique beaucoup sa faon d’arriver ses conclusions, trs pdagogique en somme.Aprs, on est d’accord ou pas, je pense que a dpend de la faon de voir les MMOs mais pour ma part je le trouve beaucoup plus intelligent et clairvoyant que les mecs de SOE qu’on “entend” et l. Quelques petites choses trs intressantes lire: Do classes suck?World of Warcrack panel Et beaucoup d’autres. pyrhum.net [...]
[...] ����������, ��� MMORPG ���������� ���������� ��� ��� ��-�� ��������� �������������� ����� ��������. “World of Warcraft - �������� ���������� MMO �� ���, ��� � �����-���� �����” - ������� ��� ������, ���� �� ������� ���������� Ultima Online. �� ��� ����� �� �������� �������� � ������ �������������������� ���: ���� ���� ��������� ������� ������������ ����� � ���������������� ������, ������ - �������, ��� ���������� � ������� �, �������, ����� ���� �� ������ ��������. [...]
[...] derniers jours est : pourquoi ce succs ? David Cole, de l’institut DFC Intelligence, et Raph Koster, ex-responsable chez Sony Online Entertainment (Everquest, Star Wars Galaxies) ont tous deux tudi [...]