The MMORPG market has been rolling along for about 25 years at this point, depending on when you want to start counting. I like to think of Meridian 59 as the starting point of the things, but you could make arguments that the roots of the genre go back to MUD1 or Island of Kesmai or any of a number of antecedents.
But M59 was an early, commercial, 3D world MMORPG and, to the point of this post, while I haven’t seen anybody running a server for a while, the code is out there and the game could reappear if somebody felt the need to bring it back.
And that is kind of the problem here. Fans of the genre tend to bemoan its stagnation and blame WoW or free to play or whatever for the fact that things can seem stale. But the real problem is that old games don’t go away, or at least not fast enough.
Leaving aside M59, the next game on the list is Ultima Online, which will turn 24 years old come September. Unlike M59, it is still there, ready to play. It has been hanging out all this time, holding onto a group of players that might otherwise have gone off to explore other games… or maybe they have and then returned… and generally holding its own in a corner of the market. I mean, EA owns it (Broadsword just has a contract to run it), so if it isn’t making some sort of return it wouldn’t be around.
That is, of course, a core aspect of the MMORPG space, games as a service, where players have an ongoing relationship with your game as it grows and evolves. But games that make the transition to success and achieve financial stability tend to stick around forever.
Scott Jennings gave a presentation at IDGA Austin back in 2014 titled Let It Go – A Modest Proposal, which I would link to if I could find it again (maybe here or here), which suggested that maybe these games shouldn’t hang around forever, that maybe it doesn’t make anybody happier or healthier to perpetuate these games past a certain point, that maybe there ought to be an exit strategy, a denouement, an end to the story.
Wishful thinking. The only sure exit is to stop being profitable, and even that is no sure exit. The fans, unwilling to let go themselves, will build their own private/pirate servers just to prolong the experience. I would suggest that it is easier to list shuttered titles that don’t have some sort of emulator or server project running except that I am not sure I could even list one title. Club Penguin maybe? Is there a Club Penguin emulator out there?
We have reached a point in the genre where farming nostalgia for the old days and the old ways and the old experiences is a certified path to keep the fans on board and paying. (Because, it turns out, they’ll make emulators for that too if you won’t provide it yourself.) So we have EverQuest progression servers, WoW Classic, Old School Runescape, Aion Classic, and others out there serving that portion of the user base.
As Jennings pointed out, these games have become belong, emotionally at least, far more to the fans than the companies. It is their experiences and histories now and they won’t let it go. It almost isn’t up to the company anymore because the fans will take matters into their own hands if the developers won’t cooperate. And if the game is going to be running in some form with or without the studio, the studio might as well keep its hand in and make some money from an official version rather than losing what control they do have.
So the market never really contracts. Nearly everything that ever was is out there in some form. Think of all the video games you played over the last 25 years and how many of them are viable and playable still today. Yes, nostalgia farming has arrived in the rest of the industry and we have some remasters and 4K remakes of older games, but I cannot go back and play every game. Of the ones I can, anything over a certain age that had some form of online support has probably lost that aspect of the game. As an example, literally every Pokemon DS/3DS title has lost its online support.
But if you want to play The Sims Online or Dungeon Runners or most any past title, there is probably a project out there for you.
Which brings me around, at last, to the point I think I was aiming for when I started out this wall of text, which is what does this mean for new games in the genre. One of the complaints about MMORPGs is that there is nothing new, nothing interesting, nothing different, just the same old stuff, mostly WoW or WoW knock-offs, along with a few pre-WoW titles.
But, in a market segment where nothing ever dies and the fan base is constricted by the level of commitment the genre demands (a “causal MMORPG player” is almost an oxymoron) where is the incentive to actually try something new, to invest in something in an increasingly fragmented and entrenched field?
I do not have an answer, and the fact that most of the Kickstarted, will arrive some day (just not today), titles that some have pinned their hopes on all seem to be grounded solidly in nostalgia doesn’t strike me as a hopeful sign. Pantheon, Star Citizen, Camelot Unchained, and others all carry the message “Remember that cool thing we did nearly 20 years ago? We’re going to do it again!”
Thus endeth the genre, drowning in a pool of nostalgia, always asking for something new and never getting it because nobody seems to want it.
I suppose this should be a warning to the rest of the industry, which has been going down the path to games as a service for a while now. I saw a quote from Chris Livingston at PC Gamer about Grand Theft Auto V about how he had by this point completely forgotten the original story of the game having spent so many years since in the sprawling open world content of the game. And there it is on SuperData’s digital revenue charts every month. It has essentially become an MMORPG in all but name.
So the question, to which I most assuredly do not have an answer, is can we get out of this situation? Has the genre become like the RTS genre before it or, I would argue, the MOBA genre now, where the dominate players have so defined the genre that it is locked into stagnation? And, were something fresh and new to come along that fit within whatever definition you might choose for MMORPG, could we pry enough people away from the treasured memories long enough for it to find an audience?
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