Xenich
Cipher
- Joined
- Mar 21, 2013
- Messages
- 2,104
Idk if marketing to that type of a niche would work because it would be simple enough for people who weren't interested in that type of gameplay to control the gameworld. People jump from game to game as it is and play however they want. It'd be really hard to keep that type of player out of a game without a private server invitation type deal.
Unless it wasn't a massive mmo but more of a small scale shared adventure type thing with a limited number of people. Maybe something ala neverwinter nights mods with gameplay centered around players hosting and setting up their own private worlds and deciding upon the rules and gameplay they desire, then only inviting those who conform and booting those who don't.
Of course that type of solution has it's own political problems as well.
They only have control IF the developers cater to them. That is the problem we have now. Games like TSW was initially marketed to a niche crowd only to have them cave and placate to the WoW masses (same with DDO, and LoTRO). Even so, TSWs secret/puzzle type elements weren't ruined by the masses entirely (well, they dumbed down some puzzles to appeal to them... remember the Morris Code one?), you could still choose not to use the hint sites and the games content was still extremely enjoyable. The same is with maps and the like. If they don't put in a mapping system of any detail, it won't have an effect on anyone other than those who choose to seek external influence through sites. Though if they cater to them, putting in detailed maps, bouncing balls, dumbing down quests and puzzles, etc... Then... yeah, it is hopeless.
It all comes down to if the company caves or not. Sometimes that massive crowd of $$ is hard to resist (which is why you don't let a business have the power over your content, only your budget/expenses). As I said, a company can easily be profitable off 300-500k subs and there are more than enough niche gamers out there to fill that if you truly attend to it.
As for the private servers, now... those are a great idea. In fact, we were heading that way back before MMOs started to take off. Then of course, the greed of businesses who have no business making games pushed every project slated for a private server style to an MMO style game. Heck, Neverwinter was supposed to be a cluster system of private servers with a central hub hosted by the company. Lets hope Chris Roberts holds to his promise of creating a similar private/public server system and not some stupid MMO gimmick.
I really thought there would be a market for it back in the day. I mean, think about it. You as a game company develop a game, with all the assets. You create a first release world, then... you sell the clients (for a single game) AND you sell server software to those who wish to host their own games. You add in a suite of tools to which will allow people to create whatever they want in the game and manage it how they see fit. Then... you continue to release a client/server packages of new assets and features (ie server upgrades, new graphics, mechanics, etc...) for the community to work with (selling, not giving... that is how they stay profitable)
This allows you to focus entirely on the content of the game while the community deals with setting up their servers and managing population/bandwidth, etc... The beauty of it is that there will be plenty of people out there with like minds setting up a server in the fashion that is desired. So... someone has a server that is pathetic easy WoW-like papamole style play, while another sets one up with an old school vibe. You don't like fetch quests? Don't implement them, create your own detailed ones, or modify the existing content that you buy prepackaged to your tastes. Heck, those who don't want to play with others, but maybe some friends could just buy the default server setup with a content package and play together.
The options are endless and it solves the problems that we have today of people being unable to find a game that fits their playstyle. Everyone wins, everyone gets their cake and to eat it as well.
Thing is... it will likely never happen. The reason is... companies don't want to give up the profit potential. If they develop and release software that is powerful enough for people to create their own worlds and take their multiplayer games in any direction they choose, then... well... they just created a form of competition. I doubt it would ever be a threat and such would likely lead to a massive revolution in gaming, but... some people are so set on holding on to that dollar in their hands that they would pass up the 100's drifting by them. It is why you continue to get crap in this industry. It is the same as the movie industry. Why make that next possible "Gone with the Wind" when you can make some cheap TV movie rehash that has a built in audience and provide you with safe profits.