Is "Social Gaming" Threatening the MMO Industry?

Social games like Facebook's Farmville are "the next big thing" to enter the gaming industry within the past few years; how much will they influence the way MMOs are developed?

But what does all this mean for the future of MMOs? The success of social and mobile gaming introduced an unsavory, yet inevitable, element into the market; fly-by-night development teams churning out garbage wrapped in shiny packaging, trying to make a fast buck from app sales or micro-transactions. By the time customers realize they've wasted a few dollars on junk, the developers have already released their next crap-tastic app or game, and the cycle continues.

It's similar to the emergence of all the dime-a-dozen MMOs released throughout the past few years when video game publishers realized their revenue potential. Popular MMO blogger Tobold tackled a similar issue in his latest post, "The perceived end of the hardcore game," in response to a reader's question about the future of MMO gaming:

"Do you think we are coming to the end of the era where game development studios are comprised of actual gaming enthusiasts, instead of "artists on a payroll"? I cant help but wonder if we're not close to seeing the death of the "hardcore" game developer who puts out games that are fun to play, and requires actual intellectual abilities beyond the mere "mouse-click fests" that we're seeing nowadays as repetition and questionable revenue generation schemes increasingly derive the bottom line." 

Tobold responded with a more optimistic view of the gaming industry, arguing that game developers wouldn't be able to stay in business if they only made games for the lowest common denominator; "If you want to attract the largest number of players, you need to make a game requiring average skill," he wrote. "But what is true is that if you are at the extreme hardcore end of the bell curve, an average game will already look rather simple to you. While the same game will look already rather complicated to somebody at the extreme casual end of the scale. I do know people who can't play World of Warcraft because it is far too hard for them."

To support this notion, Tobold pointed out the substantial difference in revenue between Zynga and Blizzard, comparing Zynga's gross revenue of $250 million in 2009 to Blizzard's $1.1 billion in 2007. "Not only is the average player more likely to be willing to spend money for a more complex game, he will also play it longer," Tobold wrote. "People have been playing World of Warcraft for over 5 years now, I doubt that there will be many people still playing Farmville in 2014. So the most profitable game is somewhat more complex than the game which would be most popular if all games were free."

Finally, Tobold summed up Facebook and iPhone gaming craze by quoting one of his fellow bloggers, Ravious of Kill Ten Rats; "if you applied the same reasoning to the gaming craze of 1996, you would have concluded that it is clear that the future of handheld gaming is Tamagotchi."

We might be hearing a lot about the "future of online gaming and MMOs" at expos like the recent GDC in San Francisco, and we're likely to hear even more during the upcoming expo season this fall. There's no doubt that social and mobile gaming is at the forefront of the industry's mind right now, because there's real money to be made by developers who stake their claims fast and early. But until that revenue consistently surpasses established gaming models that have withstood the test of time, the social gaming movement is more likely to enhance our favorite MMOs rather than replace them.

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the reason why
# Apr 11 2010 at 4:20 PM Rating: Decent
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70 posts
As stated if Zynga was actually to start charging for their games i think the player base would drop drastically.

I also believe that people would rather play games like farmville because they dont have to pay 15 dollars a month, and they can play these apps without actually having to put a dime into it.

granted the 2 types of games are totally different but i think if WoW lessened their monthly/ bimonthly fees they would actually attract more players. so say you made it 10 dollars a month instead of 15 more people might be willing to play. so if you had another million players join WoW it would offset making the subscription fees cheaper.
the reason why
# Oct 12 2012 at 10:10 PM Rating: Decent
Quote:
As stated if Zynga was actually to start charging for their games i think the player base would drop drastically.


UPDATE: Zynga has always (1) tracked the most active players' in-game actions via elaborate and processor use intensive metric programming, in order to quantify said game play, that is to design incessantly popping up ads to "by this/buy that" to gain an advantage over other players in the game(s), and presently (2) has instituted a VIP subscription of $25/mo which is one of the most expensive in the MMO gaming world.

Furthermore, most of the Zynga/Facebook "social games" are plagued by 3rd party script developers who hawk their pay-to-play scripts to gain unfair advantage over the millions of other players. Which, by the way, neither Zynga nor Facebook care to deal with in any concrete way.

Unfortunately, Social Gaming via massive platforms of Zynga/Facebook have experienced significant decline in the numbers of their player base as scamming by both Zynga and 3rd party script developers runs amok!
the reason why
# Apr 15 2010 at 3:40 AM Rating: Decent
44 posts
Math not your strong suit, Jallil? If Blizzard did what you're suggesting, with the numbers you're listing, they'd lose 20 million dollars a month. The subscription price would have to be dropped to $13/month in order for an extra million people to make a minimal profit for Blizzard. That would likely not be worth it given the extra load on the servers and/or addition and maintenance of new ones.
Does it even mater?
# Apr 09 2010 at 2:15 PM Rating: Decent
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747 posts
Games last because of three (if not more) things, which all have to be there to be succesful for long (more than a passing fad).

1) Entertainment- In any way shape or form...fun, exciting, funny, enjoyable, mind numbingly hboring yet satisfying time killer... it's like Sudoku vs Mario Brothers vs Counterstrike vs Everquest... all of them are entertaining but for different reasons.

2) Skill- If it doesn't take skill or effort to perform the tasks in the game then people will get bored and it won't be entertaining anymore. Even if you love a game, you won't play it more than a few times if the challenge is gone.

3) Risk vs Reward- If you don't get anything for what you do in a game, there's no reason to play it for long periods of time and if there is no risk involved in getting what you are working towards there isn't any challenge or any real skill involved in getting it... anyone can play the same thing 100 times and get it eventually.


Another thing to look at is the time spent playing these games. My wife plays Fishville, and loves it and has spent some money on it (went on vacation for a week, had to buy something so her fish wouldn't die while we were gone) but she doesn't spend more than maybe 20-30 minutes on it over the course of a day. I spend at LEAST an hour on WoW, usually more like 2-3 hours, and I want to play more, my wife CAN'T do more if she played more than 20-30 minutes... she's just done everything there is to do with the game that she is able to in that amount of time.

In short... why are we comparing these at all? Completely different kinds of games aimed at entirely different audiences and aren't mutually exclusive from each other. Playing Farmville wouldn't keep me from WoW and vice versa, this article and the perceived threat in it are bogus.
Does it even mater?
# Apr 09 2010 at 7:31 PM Rating: Excellent
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93 posts
Katchii, did you read the full editorial? The subject wasn't "WoW vs. Farmville" or "Will Farmville steal WoW's subscribers?" -- it was about the emerging popularity of social gaming, and whether or not that popularity/accessibility will influence the MMO industry in the years to come, from both the player and developer standpoint.
Does it even mater?
# Apr 15 2010 at 3:52 AM Rating: Decent
44 posts
The question still remains: why are we comparing these free, limited social games with a subscription based MMO? If you play any of them, you'll realize, like Katchii states, they're very limited and don't require a lot of time to be done with it for the day. While I won't claim to have played the majority of them, the 15-20 I tried were all the same, especially the Zynga ones: 10-15 minutes of game play and you're done. The rest of the time I'd waste it chatting with people or playing multiple games. After a while, they do get extremely repetitive and boring.

I have read a lot of similar articles over time about the newest fad stealing customers from the most popular game, be it Runescape, Facebook apps, and whatnot. The fact remains, Blizzard knows how to stay innovative and make the game fun and challenging enough to keep a stable customer base, and there's simply no comparison between the two.
hmm
# Apr 08 2010 at 6:21 PM Rating: Good
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4,445 posts
Chances are if Farmville charged $15 a month it would lose a lot of subscribers.
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hmm
# Apr 08 2010 at 7:49 PM Rating: Good
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1,882 posts
Agreed. I've played a decent handful of Facebook apps from Mafia Wars to Viking Clan to My Town and then some. Although they are an interesting outlet to burn some time when bored the whole concept of paying money to play them or even enhance the gameplay experience is laughable at best for me. Do people really pay money to get better "gear" in Mafia Wars?

As fancy as the pages may be, the base concept of most of those games is the same and very simple at that. I remember back to my early days of when I played kid games in DoS of of floppies...many of those games were far more entertaining and in-depth than "social games".

I think the most I played one of those games straight was about 15 minutes in Viking Clan...what's the longest reasonable time players play WoW at a time? I dare say if you tried spending the same amount of time playing Farmville that we invested into real MMORPGs people would start going batty.
Would they pay?
# Apr 08 2010 at 5:25 AM Rating: Decent
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67 posts
With as many subscribers Farmville has, I wonder if people would actually pay for it.
farmville wtf!
# Apr 07 2010 at 7:12 PM Rating: Good
I dont think they really can compare. When something is free of course more people are going to take advantage of it. There is just no real comparison between farmville and wow.
farmville wtf!
# Apr 08 2010 at 2:26 PM Rating: Good
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57 posts
I agree...with both points of view...
I agree that they aren't comparable directly
and the point that they may be a viable new business model based on micro-transactions.

The only negative I've seen with social gaming is the fact that some games force you to
'snooker' your friends into playing...some more blatantly than others.
Some, while you might be at a disadvantage, allow you to play enjoyably -- but, some, unless you
get 97 of your closest friends to play are utterly unplayable (unless of course you want to fork over
some cash)
And, then there's also the game spam...every game posting some message about itself to your friends...filling up space with zillions of messages.
farmville wtf!
# Apr 08 2010 at 8:18 AM Rating: Decent
I agree cant compare the too. Also, compare the average number of hours per week spent on "Farmville" or "Mafia Wars" versus any pay to play MMO. You'll see a wide difference.
farmville wtf!
# Apr 08 2010 at 1:20 AM Rating: Good
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1,882 posts
That's worse than comparing Runescape and WoW.

Its like comparing Checkers to a game of Soccer.
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