SOE's John Smedley on the Sandbox MMO
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Sony Online Entertainment's president John Smedley has explained what he believes a "sandbox MMO" is, how it differentiates itself from a "content-driven MMO", and why it's an overall better idea to produce in a recent blog post. Here's a snippet:
My belief is simple the content driven model is not where we should be aiming as an industry. Why? It's unsustainable. When we first began making these kinds of games 18 years ago (I mean no disrespect to the Muds and other games out before Everquest) there was nothing to compare our games to. Players were so excited about being able to be a part of these virtual worlds that just about any content was exciting. Over the years the quality has really been steadily rising to the point where we have some brilliant narrative and exciting storylines in many MMOs today. We still thrill at completing a quest to kill the dragon or save some poor townsperson who was unlucky enough to get kidnapped by orcs. The real issue is a simple one our ability to consume that content as players has gotten to the point that most content is done by the players nearly immediately after it's released. It's also laid out for all to see on any number of websites that contain complete spoilers up to and including the loot drop percentages.
I won't argue why I think that part sucks. It's too subjective. The thing that is tough as a game maker is that players are going through the content we make so much faster then we can make it that we're constantly in a state where our players are looking for stuff to do.
A great example of this happened with SWTOR. I happen to think it's a very well done game and the team at Bioware should be proud. However people that played the game went through the content so quickly that they became bored a whole lot sooner than the developers wanted them to.
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In my opinion the solution is focusing a lot more on letting players make and be content for each other. Battlegrounds are an excellent example of an Evergreen style of content where it's the players themselves that actually create the content. Auction houses are another example. So are things like storytelling tools in SWG.. or the brilliant music system in LOTRO. Building systems into the games that let the players interact with each other in new and unique ways gives us the ability to watch as the players do stuff we never anticipated. We'll see a lot more creativity in action if the players are at the center of it. Imagine an MMORPG of a massive city.. and the Rogue's guild is entirely run by players. Where the city has an entire political system that is populated by players who were elected by the playerbase.