Player vs. Everything: What if WoW sold its code base?
Filed under: Business models, Game mechanics, MMO industry, Virtual worlds, Player vs. Everything
I could bore you all today by starting my article with a lengthy story about the pre-history of your beloved MMORPGs, but I'll cut to the important part: Once upon a time there was a little game called DikuMUD. Similar in nature to the popular Dungeons and Dragons tabletop roleplaying game, it quickly took off with the geek crowd and became something of a phenomenon. In 1991, the source code for the game was made public and it grew into the most popular code base out there for the creation of multi-user dungeons, largely attributed to the ease with which the code could be set up and run. This led to an explosion of rather similar games that eventually gave rise to the more modern virtual fantasy worlds like Ultima Online, EverQuest, and World of Warcraft (each of these have been compared to DikuMUDs at various times). What's the point of rehashing all of this?
Simply this: While many people would probably disagree with me, the proliferation of a popular, established code base that was proven to attract players and was easy to set up "out of the box" allowed enormous innovation and creativity to flourish. At one point, there were so many MUDs available on the web that you could go to a website designed specifically to sort out what features you wanted in yours (and play it free of charge, most of the time). Given the wild popularity of World of Warcraft today, I can't help but wonder what would happen to the online gaming industry if Blizzard decided to start selling their source code to people interested in starting up their own game.
It's not hard or expensive to come up with an interesting world, a compelling story, or memorable characters. Anyone with a bit of a creative writing background and some time on their hands can take a half-assed stab at that. What's hard and expensive is building a game client from the ground up, designing a cohesive art style that's both functional and attractive, managing a multi-year development process with dozens of parallel projects occurring at the same time, and getting it all to work together within the scope of the time and budget allotted by your limited resources. In short, it's actually building the game that's the hardest part of making an MMORPG. At the end of all your labor, you might still end up with a piece of crap that no one wants to play (because you can't test it until you have a finished product).
That's why having a code base is so nice. If you have a code base, you get to cut through a lot of that crap and go straight to the fun stuff -- tweaking the world to fit your vision and making interesting content with pre-established tools. It was that easy start-up that gave rise to so many MUDs in the mid-90s, but we don't have anything similar for MMORPGs today. Everyone who builds an MMOG starts from scratch with their own technology. There are a few attempts to get a universal code base to the market: Hero Engine, Metaverse, and Big World. Many companies are looking into these platforms for tech solutions. However, they haven't really been tested in the market yet. Frankly, we don't know if they lead to fun games or not. Will combat feel stilted and awkward? Will the questing or inventory systems be foreign and strange? Maybe. Maybe not.
We do have one example of a game that's proven itself for many people to be hugely popular, fun to play, and has intuitive and comfortable systems of combat, movement, and questing, however: Imagine what might happen if Blizzard decided to start selling their World of Warcraft code base along with a suite of tools for content creation. Furthermore, imagine if there was a scalable license that let everyone from the smallest indie to the major corporations use it (a cut of final profits made, perhaps). Suddenly, everyone could stop trying to clone WoW. If they wanted it, they could just build off it. I think that there are a number of comparisons you could draw between a WoW code base, if released, and the Diku code base (ignoring the fact that Blizzard is not a small group of open-source friendly programmers).
It's not outside the realm of possibility, either. Blizzard's strengths are in their polish, branding, fun content, and marketing know-how. Releasing the technology behind their uber-popular game wouldn't really damage their competitive advantages too badly. Besides, people can already see and copy the game improvements they've made to the genre. You could even argue that it would strengthen their position, since World of Warcraft would still be on top and all of the people trying to compete with them would also have to compete with a whole host of similar indie projects that could field comparable and accessible game technology (thanks to a fairly easy out-of-box setup). Furthermore, there's a precedent for major companies doing something similar: In 2000, Wizards of the Coast performed the pen and paper equivalent of this by releasing their d20 system under the Open Game License, allowing interested third parties to build on their work. Blizz could just slap a "powered by Blizzard technology" label on every game that used the code base and take a cut of the profits. Talk about an enduring legacy!
Finally, it would give amateur players and coders a chance to really flex their creativity and show us what they're capable of. Since you know the engine is fun to play in and the licensing fees wouldn't kick in unless you made money off your work, the risk associated with trying new things and making dramatic changes to the code would be small. In the spirit of open-source software, everyone could cherry-pick the best ideas and adapt them for their own games, making the overall diversity and quality of MMOGs shoot through the roof (without bankrupting anyone). Nobody would play the sucky games, and the good ones would differentiate themselves with content and build dedicated groups of users that would be willing to pay for continued development and customer service. Iron Realms Entertainment still makes money to this day on text-based MUDs thanks to the extremely deep and high-quality nature of the gameplay -- they took the MUD concept that was out there and polished it to an unparalleled level.
Obviously, Blizzard isn't going to take this idea and run with it any time soon. They're far too conservative to consider something like this, if the past is any indication of the future. You can't really blame them, either -- it would be risky from a business standpoint. All of the things I've talked about are very much a "best case scenario" type of situation. I'd say we're still a few years off from them even tossing this idea around (if they ever do). Don't be expecting a magical cornucopia of MMOGs spilling into your lap any time soon. We're stuck with the current business model, for now. Still, it would be really great if companies would be willing to take a look at the past as we move into the future, wouldn't it?
It's sure nice to dream about what could happen.







Reader Comments (Page 1 of 1)
4-27-2008 @ 7:57PM
KevinL said...
There are already a few openly available MMO engines out there - Google for "Minions of Mirth" (or the "torque mmo kit") from the indie world, or "Multiverse" for something doing the sort of revenue sharing model you mention (I know less about multiverse, but have played with the code for the torque one, and it'd be a good starting point for building MMOs). I know there are others, but don't have references currently.
Looking at the Torque one, people are building their own MMOs, but an MMO relies on a decent subscriber base, and without marketing it seems to be really hard to get enough people together to populate a world. Not sure why that's different to text muds, but they used to be comfortable to play with only a handful of people on, whereas graphical muds feel somehow empty really easily. Perhaps there's not the population of people willing to try smaller games around now - everyone jumps to the various free or for-pay larger games.
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4-28-2008 @ 8:04PM
Coherent said...
It's not just marketing and development that the micro-mmo efforts lack. It's a lack of consensual gameplay interface and conventions.
The MMO universe is still embryonic and rapidly evolving. Nobody even knows what the perfect interface looks like, and everything will change as new technology becomes adapted to the issue.
Eventually people will figure out what the ground rules are, and people will become bored by ever-more-spectacular graphics. Then writing and plot design and emotional spectacle will become more important as MMO's settle into their adolescence.
4-28-2008 @ 10:56AM
Mike Rozak said...
Are millions of WoW-derived worlds good? My opinion: http://www.mxac.com.au/drt/PersonalVirtualWorlds.htm
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4-28-2008 @ 11:01AM
Cameron Sorden said...
Mike, I read your comments and you make some great points. I don't think that I personally would like online games to be as ubiquitous as blogs (because I do think there would be a high level of bad or cookie cutter games), but I do think that having more of them would mean that there's more chance for a really good one to emerge.
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4-28-2008 @ 8:04PM
Coherent said...
I agree with this article; it says basically the same thing that I've been thinking for years. As the technology for 3D MUDs (MMO's) matures, more and more code relating to them will be available. If a truly successful popular code base were released, some truly phenomenal homebrew creativity could be unleashed to the benefit of the entire industry.
The golden ring here would be a standardization of protocols that allow MMO's to interoperate so that instead of one game per character, we could have a consistent personal presence across many games and turn a million virtual reality games into one universe with many facets.
This would create a virtual reality metaverse that would be much more entertaining to interact with because you would identify much more strongly with your character from game to game.
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4-29-2008 @ 5:48PM
Cameron Sorden said...
While 90% might be a slight exaggeration, they're certainly the biggest dog on the block.
That's today, though. Who knows what tomorrow holds?
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5-02-2008 @ 4:16PM
ghiest said...
Why would they? They corner the market ... they have 90% of the entire MMO subs for the western world, they have no reason to.
I very much doubt they would even consider it.
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