wow Johnathan ... nice speech as wrong as it is ...
Originally Posted by
Jonathan Baron
For those of you who are either game developers or who attended GDC, Brian Moriarty gave one of his typically fascinating lectures a year or so ago......this time on the subject of games as art.
GDC lecture: 'An Apology for Roger Ebert' | Game Development | News by Develop
Although I've loved Moriarty GDC talks for going on 15 years, they are more thought provoking than relevant.
Sorry Johnathan ... t'was Quite "relevant" definitive even:
Nowhere in 25 centuries of philosophy did I find a single author who regarded games or sports as a form of art.
When they're mentioned at all, they're dismissed as a pastime. Harmless at best, an evil destroyer of youth at worst.
goes to and delivers a critical hit of summation there <in context> of the argument (watch the "art of baseball?")
For this medium it can seem rather simple if your entire exposure to the large scale, client/sever online game is restricted to the offerings on a single network, the Internet. There were, I maintain, more cunning efforts preceding UO that never made it over the wall due to the race to find The Formula to take online gaming mainstream. As World of Warcraft was the best summary of a decade of leveling games that preceded it, UO was a brilliant summary of the decade preceding it.
"The internet" >is NOT< a single network.
"brilliant"?

please ... as you noted: there were MANY other games seeking to be released ... were they "stupid" to give up? ... nope ... they merely never gained traction, the moment, the markets eye ...
and there is no quantifiable ""race to find The Formula to take online gaming mainstream"" that (as you presented) was an actual CAUSE of their "failure"
One could say that they were just unwilling to release a buggy product ... neh?
UO stands alone as the best embodiment of the original vision:
Create an immersive digital world
Okay, that they did do ... an immersive Pastime hobby of time wasting
Seed it with game systems that stimulate human motivation and create motive friction and the heat of conflict
Again, done ... a "copy" however of Skinner boxes ... and we the grand players are pecking keys for virtual corn kernels called pixels ... and are as entertaining to "watch" AS the Tic-Tac-Toe chicken at the carnival ... only for a short time though ...
its a CARNIVAL ... other games/things to see (goes to market/lifespan) ...
Provide player driven social systems to convert the heat into light
Gonna call Fail there ..."Player Justice" <<< could have been "a light" ... didn't happen though ... now did it?
Factions? Order/ Chaos? Guild Alliances? EM events?
Granted ...
they "work" SomeWhat ... but ... the "friction" is primarily from the BUGGY BUGS within them THEN throw in the players ... nah!

fail
Interfere as little as possible in the day to day activities of players - keep it a narrative told by the audience.
Fail again, The Devs are tasked with providing the large scale content ... the "narrative" that does exist is on small RPG guild scale, >only<, and the Grand scale arcs ... well ... obviously you ain't been >in game< with an eye on what has happened ... killing the community of brit bank with an ill timed and presented "invasion" would be my first example ...
Or a deserved backhand at the LACK of what was once Quality and informed GM support ... AFTER Seers/counselors >blew up<
Or just to coup de grace it: Have the Devs listened to and FOLLOWED player beta suggestions? *ahem*
Add more content on a regular basis and fix your mistakes

please ... you really lost track of what you lead into that sentence with ... didn'tcha?
*points up*
best embodiment of the original vision ... yeah ... fail
The base assumption was a player life cycle limited only by the life span of the player.
/Incomplete
Players that had ENOUGH time TO waste ... is missing there ... enough players with enough time and money to waste that ALSO covered costs and showed a profit; and I'll submit that UO is at "a plateau" ... just enough payed subs to cover costs
The most startling difference between early online games and their stand alone counterparts was that the fans of the former were looking for spouses, not dates or f*ck buddies. Players sticking with a single online game for a decade or more was commonplace and that informed the approach taken in their ongoing development.
close ... but ... single player games are by extraction then: pocket pals ... and a mere question of preference of "public" or "private" >time wasting< ... k?
and I'll merely question the assertion about "a decade or more was commonplace " ... I think not
Now the dominant model is reminiscent of AOL's original successful business model: if you put everything into acquisition and almost nothing into retention you will acquire more than ten times the paying subs and still manage to keep them for an average of three years, with more arriving than leaving. That was the new definition of winning. AOL ultimately failed but for other reasons entirely.
math check: more arriving than leaving = churn = continuous growth ... yes?
This is the WoW model too. WoW expansions may look like retention tools but they're actually aimed at acquisition. The proof is the game play. You run your course, expansions or no, in about three years. There's nothing truly new after that. It works. It's successful. The medium moved on.

*shakes finger*
Are you flatly stating that WOW has no "beta-vets"? three years and out >would seem so< ... and that I seriously doubt ...
Bound to be some seriously addicted time wasters ... mmmm ... I'll say a half million would do ... to keep a wow presence up and running After UO's title of "longest lived"
just saying ... I've been UO for 11+ years ... and though >I won't< I know many others will "get their fix" on freeshards ...
And while I would >object< that free shards ain't "official UO" ... just because it ain't sanctioned by some "authority" ... doesn't mean I can't find a high stakes game of poker ... and PLAY IN IT ... see?

Time and money >waster< ... 'member?
To folks like Llewen and many of you this meant something else: the games became juvenile.
nope ... again ... "the game" is what it is(time waster) ...
I could easily argue that >the child in those players "died" ... lost interest ...<
the game (to borrow your analogy) got dumped for cheating on them, not paying enough attention to them, not listening to them, broke its promise "till death do us part" ...>it did NOT<
but that has been and will remain "their story" and they Will Stick With that to their death
just so that: they don't admit to a "rage quit" ... heh!
who broke their keyboard? who screamed at a clerk on the phone?
-the game made them-
As UO finally delivered the online game to everyone, not just subscribers of pricey online services with high hourly connect fees, WoW delivered it to even a broader definition of everyone. You know what I'm saying
The Long Tail Theory of the Internet - the one that asserted that the Internet audience was so vast that even at its tail it provided enough people to support products that would have seemed too esoteric to survive previously - has not proven true for online games. They cost too much to make and maintain: more certainly than a series on HBO.
*whew!* I think most will know whats coming at this point ...
let's play a game and check your summations:
The Long Tail Theory of the Internet >did not< guarantee that All Games would "survive"
JUST that some MIGHT
The Long Tail Theory of the Internet Is True: UO >is here<
The Long Tail Theory of the Internet >does not< say anything more than the >possibility< exists for esoteric survival
NOT >how long that survival may be<
See for example: The Realm Online, Meridian 59, Furcadia,Tibia, Kingdom of the Wind
So I'm simply going to enjoy this game while it lasts.
-

Bravo! and Brava! Carry on Good Sirrah! Well met and Fare thee well !
>sincerely< (I say that rarely and so: it carries quite an import)
If you've some time to waste ... might I suggest "A Quest"?
you certainly seem suited for it (knowledgeable and well reasoned and writ)
Consider:
Popps "
Lost boat"
You may design your assistance as you desire
the goal(end game) is of course: return of the boat to owner
the "pay off" of course: is also as you may design it (personal satisfaction, riddle solved, ransom it for rl cash ... *shrugs* wh't'v'r)
You may choose to "quest" from many directions ... going online to badger GM's, going to landline calls to CS ... etc
You may choose to simply go in game and search (au solo)
you may choose to "round up a posse" and do a grid based pattern
you may choose to offer a bounty to the shard in question (or enlist (if present)) the local Chapter of the FCB (fishing council of brittania) >as an event<
I chose to ponder on how the code maybe broke, While retraining and resetting my macros for the steering the shore lines (at first) and have moved onto a search of the edges (of the map)
The code (as you probably know) >maybe< broke in any of several ways
the "broke rune" problem >maybe< a false lead (could be rune, boat, or server reset, or all three)
it maybe that some ships are "lost" in a green acres like "extra dimension" or a server line glitch concealing it from "sight"
(mentioned because "I saw" steps into a cave that ... really weren't there ... *holds cheek* oh! My! a >
phantom<

)
all that is without considering "pebcak"(mentioned in thread)
What say you sirrah?
there is a game a-foot ... got some time to waste?
