tl,dr - Stagnation can be good but innovation is necessary. And if you're going to innovate in the MMO sphere, it shouldn't be in the direction of single player design... it should be unapologetically multiplayer with a focus on increasing the opportunities to interact with other players.
tl,dr,tl,dr - Multiplayer good, single player bad
I've noticed the topic of innovation versus stagnation has been coming up a lot in the WoW discussion sphere as the game nears its 20th birthday. This debate always brings out a lot of polarizing takes as players on either end of that spectrum will argue their cases as if the alternative is the eventual death of the game. Somebody in favor of the stat-quo will say that some core tenants of the game design have worked for decades so it's natural to assume they will continue to work for decades to come. The innovation proponents will say that the game is teetering on the brink of death and dwindling engagement metrics are proof that the game simply doesn't have the special sauce it once had.
Personally, I land pretty firmly in the status-quo camp. I'm pretty regimented in my views of WoW's game design and I've engaged with each new iteration of the game with varying degrees of enthusiasm. But through both the bad and the good times, I think WoW devs have always approached the game with a utilitarian mindset. That is to say that they wish to make the best MMO they can for the most amount of people. And this approach has worked remarkably well, though there have been obvious blunders along the way. But even in their failures, I don't think WoW's devs have ever sought to make the game in spite of its playerbase. I see them as responding to feedback, even if that feedback doesn't fully align with what I might think is best for the game. In terms of broad strokes how I think WoW should be designed moving forward, I've always been a fan of keeping the MMO elements strong (ie, those where you're engaing with other players) while avoiding a too much of a focus on the single player element.
This brings me neatly to a lengthy Twitter thread from earlier today by former WoW dev and infamous pariah, Ghostcrawler. Even though he's framing the discussion around the new MMO he's working on with his own studio, I felt like the points he made on this subject were unbelievably based and wanted to share them here:
Innovation in MMOs, a thread/rant
To start with, we want to make a game that is loved by people who love MMOs. I understand the appeal of a studio making some crazy new genre that is maybe an MMO or maybe something new. I hope there are studios that take that shot. It won't be ours.
We are a new studio, new team, new IP, etc. We can't afford the risk of making a game that has a 10% chance of being awesome. I hope there are studios out there that take risks, because as a player I want to play those games, even if 9 out of 10 studios fail. I just don't want our studio to be one of the ones that fails.![]()
So it's not some new genre we are building. It's an MMO. I have never been a fan of innovation for the sake of innovation. Now, new ways to solve old problems? You're singing my song.
It's easy for us all to be a little jaded on the MMO core loop of killing stuff to get better gear to kill more stuff. It felt exciting maybe 20 years ago when that was all new.
But as a community we are more sophisticated now. We look for the patterns of broken builds, efficiency, minimizing risk, in our focus on progression. We understand that fundamentally builds aren't a player choice if you just want to say maximize your DPS. There is typically a right answer.
And even if there truly isn't a right answer, as a community we want there to be an answer really badly so that our friends and randos don't think we are bad for not knowing what that answer is.
What I am getting at is that even if you ignore the websites and guides and sims and logs, at best you might subject yourself to ridicule for not accepting the status quo, and at worst you might actually be playing suboptimally and hurting your groups' progressiom.
"Suboptimal" is the worst thing ever in an MMO. Most players would rather be optimal than be having fun. Most of us would rather be accused of being bad than accused of not knowing the right stats or gear for our build.
I may sound cynical about this, but that really isn't my intention. I just think it's where the genre is after decades of evolution and why true innovation is so hard.
Deviate too much from the formula and you might not attract the right audience that you want. Don't deviate enough and the optimization problem can be solved too easily.
So what can we do about that? MMOs, like many games, get stale when we feel like we have seen it all. Even for great open world RPGs, it's typical to love the game for the first half and then sort of just want to finish it for the second half.
There are exceptions of course. Sometimes the narrative is so good you want to see the end. Sometimes the developers keep throwing new systems and mechanics at you really late in the game.
In general, competitive PvP games suffer from this "seen it all before" problem less because human opponents are smart and unpredictable. League of Legends is a 1000 hour game, because each match can be really different from the previous one. RPGs can't do that.
They try to cover up for this lack of unpredictability with massive pipes of content, but of course we all understand that developers can't make content faster than players can consume it. (Side note: I think AI might make this better, but not for many years.)
MMOs as a genre are sometimes able to create this novelty, this sense of newness, by leveraging other players but not strictly as opponents, as in the competitive PvP games.
It may sound obvious when I say it, but I also think it's easy to forget, that the one big thing MMOs can offer as a genre is the many other players keeping it fresh.
So finally getting around to my point, I think this is why our game (and we will share the code name soon so we don't have to just call it "our game") has an opportunity.
As players, in our focus on optimization, we understand that other players can be too much of a wild card. They are a variable we can't control. So we ask developers to push the other players to the background so they don't get in the way.
You see this manifest in a lot of ways: Devs, please give me more resources in the world so I don't have to compete with other players. Devs, please give me matchmaking so that I don't have to put up with this crappy healer we pugged that is slowing us down.
And yeah, as I have said before, I had a big hand in WoW's dungeon and raid finder, so I am as much to blame as a dev as anyone.![]()
But I think this mentality can ultimately be really detrimental to MMO design. Other players aren't the problem. Other players are what the genre is all about! Without other players, the progression grind is sort of laid bare for us all to see.
And as I am fond of saying, if what you really want is a wonderfully curated single-player experience, this is a great time to be a gamer! But don't ask your MMO to do that. It's not good at it.
Now, I'm not saying we are going to make a game that forces you to group all of the time. Sometimes you don't feel like it. Sometimes your friends aren't around. Sometimes you have an unpredictable amount of time to play, so you don't want to bail on other humans if you start something.
But we are going to make a social game. We are going to make a game about hanging out and doing cool stuff with your friends. Our game is unapologetically multiplayer.
So that's it. That is our big innovation. Other players. Now we are doing some hopefully clever new stuff too in the name of making hanging out with other players engaging and satisfying.
Anyway, given how white-hot this debate is at the moment I wanted to get the community's thoughts on the subject as well. Where do you stand on the innovation vs. stagnation spectrum? Is single player the way forward? Or do you think MMOs can only survive if they focus on other players?