Quote:
4Gamer:
While the topic of today's chat is regarding MMORPGs, I'd like us to look at the so-called "lightweight games" such as mobile phone games, which has become really popular recently. Considering this, what does everyone here think about "heavyweight games" like MMORPGs?
Saito:
Personally, I think it's a matter of where your preference lies. For example, the way you spend your time on a mobile phone game and an MMORPG is completely different. One of them you can play quickly while on a train, the other you won't really be able to enjoy without sitting down in front of a monitor and spending a good amount of time playing.
4Gamer:
That's true.
Saito:
Each has its own attractions, so I think people should just play what they want to play. Even I play "Puzzles & Dragons" on the side while playing MMORPGs too.
4Gamer:
However, when it comes to money and time spent, aren't people's preference today trending more and more towards things that are "easy to pick up and play"? So there's some concern that as a result of this, "heavyweight games" will no longer be able to have a business case in the future.
Yoshida:
There are too many choices today, and too many games. At the end of the day, the main reason why Ultima Online became famous was because it was the first MMORPG in the world and there was nothing else like it. Of course, it was a good game in itself. But when people heard "you can share this world with 3,000 other people!" they were like "no way!" and that's what caused people to jump into the game. It was the only game of its kind, and the first game of its kind, so the impact was extraordinary. Nowadays, people have different preferences and have plenty of choices too.
Saito:
I think there are definitely attractive points in a heavyweight MMO. So even though there may be some parts that I like or don't like, I still want to give them a try. But yes, the "easy to pick up and play" aspect of mobile phone games is something I'm really envious of. After all, you could play almost anywhere anytime whenever you feel like it.
4Gamer:
Compared to that, MMOs on PCs takes time to get started.
Saito:
Of course, it's gotten a lot easier today compared to the past. In the past, you'd have to go to a PC shop to buy the game off the shelf, and if it was a foreign game, you might not even find it in the store so you'd need to import them through shops like PC Wakayama (specialty store for imported games).
Yoshida:
PC Wakayama, there's a nostalgic name (laugh).
Saito:
People would be like "what the heck is PC Wakayama?" Compared to back then, when it was hard even just getting the game, things have become much easier today. So even though I'm repeating myself, I think it's worth giving them a try. I know there are definitely people who will not like MMORPGs, but I'd like let people know there are attractive points about them that are different from mobile phone games.
Matsui:
Yes.
Saito:
And recently, people have been asking me "is everything going to become online games in the future?" or "is everything going to become mobile phone games?"
Yoshida:
Yeah, that's not going to happen.
Saito:
Yes. Of course, I think our business model and game formats will continue to evolve, but there are charms to stand-alone games, and there's still a demand for those too. Even MMOPRGs have only just stepped out of a period of crowded competition, it is still a genre that people have demands for.
Yoshida:
On the other hand, even in the world of MMOs, the push for "casualization" has been really strong. Games like League of Legends and World of Tanks all focus on packing the most gameplay into short game sessions, to make themselves easy to pick up and enjoy. In today's world, everybody just don't have enough time for anything, so I can understand why people value such simplicity more and more.
4Gamer:
So these games meet people's need for something easy and quick to play, as well as the desire to have a fun-packed experience during that time.
Yoshida:
That's right. People want to play MMOs, but they don't have time so they want to be able to play casually. But at the same time, they want their experience to be packed with fun, so games like League of Legends - where the gameplay can heat up really quickly - become big hits. They're at the forefront of this trend, I think.
4Gamer:
If we look only within the genre of MMORPGs, the design of FFXIV also reflects this trend now, doesn't it?
Yoshida:
That's true. FFXIV has the notable trait of splitting off contents into instances, so it's basically like a theme park. So even though we have a massive world called Eorzea, each attraction within the world is separate.
Saito:
Well, most new MMORPGs today are like this too.
Yoshida:
Yes, but I know for people who migrated from FFXI, their impression would be "this is not a MMO game", "isn't this just a MO game?"
4Gamer:
Yes, I suppose those who are familiar with the older MMORPGs would feel this way.
Yoshida:
But on the other hand, for those people where FFXIV is their first exposure to MMO gaming, they would go "so this is what a MMO is like!" and feel perfectly normal about it. Being able to simply pick and choose what to play through instances is what I think helped these new players ease into the game.
4Gamer:
So as far as this goes, are we simply talking about a generational difference then?
Matsui:
Another example would be how younger FPS players would not think twice about the auto-matching feature in today's multiplayer shooter games, yet many veteran FPS gamers from the old days might still feel somewhat resistant towards it.
Yoshida:
Exactly. For example, we also have a matching feature in FFXIV too called the "Duty Finder". Before we implemented this feature, we got tons of feedback from people saying "if you put this in then no one will talk or make friends anymore!" I can tell that our players are very sensitive to the fear of losing the "MMO-ness" in their game.
4Gamer:
But that's a tricky problem, isn't it? You could try to put together a party through public chats and recruit people that way.... and while that would be "MMO-like" on one hand, on the other hand it's often really inconvenient too.
Yoshida:
And while we're on the topic, the whole concept of death penalty has changed a lot too. Back in the old days, dying often means losing many days worth of experience points, so you'd feel that tension and anxiety in every battle...... but in today's world, that's probably not going to work anymore.
4Gamer:
That's right. Whenever I listen to people reminisce about EverQuest, I often hear things like "so I died deep in the dungeon, and it was a huge pain going back to get my gears! (in EQ, dying requires players to go back to where they died in order to retrieve their belongings from their corpse)" Is that really something that people consider a "fun experience"? Maybe it's just glamorized today, but back then people were really just upset and angry while dealing with it. Of course, I'm sure people still feel like it is a nice memory to have.
Yoshida:
But nowadays, as soon as people experience something negative, they just quit and go play something else or move on to other forms of entertainment altogether. So it's becoming harder and harder to propose gameplay elements like that. Like in EverQuest, dying can sometimes mean losing not days but weeks worth of experience, people today would be like "how much f-ing time do you think I spent on this chunk of my exp bar!?"
Saito:
Yeah, back then it'd be like I'm getting my gears back even if it takes me 5 hours (wry laugh).
Yoshida:
I wouldn't be able to go to work with my gear left behind in the dungeon (laugh).
All:
(Burst of Laughter)