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Does population size really matter? Steven weighs in on whether actual player numbers on a server are still key for MMOs, or if perceptual player numbers are more important.
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mmorpg junkie since 1999
SWG (pre-cu) - AoC (pre-f2p) - PotBS (pre-boarder) - DDO - LotRO (pre-f2p) - STO (pre-f2p) - GnH (beta tester) - SWTOR - Neverwinter
If you want your impact to be felt on the world, a few 10s like a hundred is more than enough.
Reading through most of the article, it seems to depend on how 'mmorpgs' handle player interaction. For example, FF14's zones can only house a few hundred players at any given time and I believe only a maximum of 50 will show on screen at any given time. Compare that to WoW's seemless areas (or mostly seemless areas before they switched to zones, most notably in shadowlands), which can probably house thousands. Both are still considered mmorpgs even though they handle things differently.
Personally, I dont think you need to have thousands if content is engaging enough. Many asian mmorpgs tend to use the 'channel' format which has its ups and downs. If content is pretty rigid (i.e. needing server participation to take down open-world things), the server cap has to play a big role in that. So all-in-all the kind of content that the game is wanting to have will tend to determine how 'important' population is for a game.
The more objective reason as to why population is important is because of monetization. Most mmorpgs that were either P2P or B2P tend to either adopt long term trial periods or just convert to f2p outright simply because there's not enough people paying. In those models, many people paying the same amount across the board is essential. Of course more try to either work around this or just outright double dip via micro-transactions to keep those models going but that's a topic for another thread I think.
Yes I realize The Division is not an MMO, but there are more games now that straddle that line and not all of them would benefit or even make sense as a true MMO.
As to why call it an MMO? Yeah I agree. Why? Drop the term together and call it a multiplayer online game and be done with it. I think the MMO genre is basically dead anyway. Pull the plug and move on.
Zerg vs. zerg also happens to be the last remaining bastion of massively multiplayer relevance in modern MMOs so I guess it's logical to bash that and complete the total de-MMOification of MMOs and make absolutely everything in them me-focused.
When that happens you can then call games like Path of Exile MMOs and no one will blink because at that point it will make absolutely no fucking difference.
Sheesh.
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In MMO's I want to invest my time for long-term progress. Ideally progress over a decade or more.
If an MMO has a low population it's usually not doing well, leading to two possible outcomes: The game going into maintenance mode with no further content updates (e.g. GW1) or the game shutting down entirely. Neither of which motivates me to invest any more time into my progress.
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2024: 47 years on the Net.
1. Population potential vs actual population. Games that originally had several thousand concurrent players can still get by with a few hundred of players. This doesn't make it less "massive" compared to a game only designed for a capped population size.
2.World size vs world required. A world can be huge but if it's only designed for 50 or less players is it really "massive"?
3. Open world vs on rails. Is a world really "massive" if you are led by the hand from point A to point B to point C compared to an open world where there's a little more than a level range for players to explore?
4. Community required vs community optional. Is a game "massive" if grouping is an option rather than grouping being required, and whether a market is game driven or player driven or both?
I think a game has to be designed for a massive population in a massive open world with required community interaction and player driven market to be a true MMORPG. Old MMORPGs had huge worlds, huge populations, huge economies... they were true MMORPGs.
Most games today are little more than single player RPGs that you share a server with others playing the same single player RPG. Grouping is usually optional, the worlds are in rails and the market is bland and uniform.
It also has the advantage that people know each other and your standing is important.
It also let's you feel more like a hero without 20people standing in line waiting for the open world boss or event to spawn/start.
On the other hand this needs those people to be online consistently.
If there are many casual players with 4-20h per week more people are welcome.
Still I think New Worlds 2000 cap is totally enough (with the given size of the game world).
I can imagine it going to 4000 but more is something I don't like because it leads people to become assholes as they know their reputation often doesn't matter and/or affect their gameplay
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So I don't think it's that big of a deal if the zones only have 30 people as long as the content makes sense for 30 people to participate in content. It's hard to account for hundreds of players to populate these worlds when most players just game hop.
This is something that can be characterized easily by comparing Planetside 1 to Planetside 2.
In PS1, the battlefield had frontlines where the was the bulk of platoons fighting, however there were also supply chains to maintain and things like Lattice Logic Units that required you to branch out to actually support and push the front lines.
In PS2, that was stripped down to individual resource pools and it's only recently that PS2 has pushed to add something similar to LLUs, meaning for the last decade the game really hasn't had supply chains or otherwise to form anything other than that frontline combat. It put a much greater onus on simply swarming singular bases with as many people and tanks as possible.
Large scale PvP is something novel to MMOs, but 'zerging' is perhaps the laziest implementation of it. It was more engaging for me when you have large scale logistics that goes with the large scale PvP, and you're able to expand the battle line across multiple areas of a large zone simultaneously. One of the things that the MMo element adds to this is the fluidity with which that battlefront can now change as compared to a match based title.