by DatOneGuy » Tue May 25, 2010 7:59 pm
What I meant is that they can take the chance at all.
Korean MMOs are the same thing JRPGs were.
Attempt formula #1:
Fail? Don't try again
Success? Mass produce games targeted towards specific things, market it the same time each way (repeatable marketing), make subsidiaries to be able to sell multiple games that are the same thing and still receive as much money. find as many ways as possible to get as much money per workhour you can out of it.
There will never be an attempt at a different formula unless someone NON-Korean drops something game breaking. Why would there be? Clones make money, innovation doesn't.
By the way I also meant SOLELY commercial. Of course indie is the most innovative, it always will be. Behind every innovative commercial game is at least one indie game that did the same thing over a year ago.
There are enough genres to take risks to some extent merging them, small risks usually, sometimes bigger ones, and yes most games are the same deal over and over again, but there's enough games and enough money made from those games by the same few companies that every few years they can attempt one or two innovative tiles, if they lose they ose, if they win, repeat until you've made so many clones it's a genre.
MMOs really can't take that risk, all of their profits are multiplied by a lot more than the others, they need to keep a 'decent' reputation for their game (not necessarily the company), have the fun game, addicting (most important part), repeatable, and make it easy to produce no content at the lowest costs possible (Draw up a few sprites and background pictures and call it a 'new area'). There's about as little coding in expansion of Korean MMOs as there will be anywhere, which saves a lot of money.
I'd love to see someone attempt something similar to HnH in a different time frame, just to see how it would turn out, would be cool.
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