{"id":794,"date":"2010-01-18T15:15:58","date_gmt":"2010-01-18T14:15:58","guid":{"rendered":"http:\/\/t-machine.org\/?p=794"},"modified":"2010-01-18T15:15:58","modified_gmt":"2010-01-18T14:15:58","slug":"2010-and-the-browser-mmo","status":"publish","type":"post","link":"http:\/\/new.t-machine.org\/index.php\/2010\/01\/18\/2010-and-the-browser-mmo\/","title":{"rendered":"2010 and the Browser MMO"},"content":{"rendered":"<h4>What&#8217;s a browser MMO? Today, not 5 years ago?<\/h4>\n<p>In the previous post I poked Earth Eternal for claiming to be the &#8220;*REAL* MMO for your browser&#8221;, and disappointing on that front (although it could be awesome on all other fronts). I finished with:<\/p>\n<blockquote><p>\nSo &#8230; EE may be a great game &#8230; and it may be launchable from within a browser &#8230; but it&#8217;s a long way from a poster-child for browser-based MMOs. It&#8217;s still fighting the browser as much as it&#8217;s complementing it.\n<\/p><\/blockquote>\n<p>It&#8217;s 2010. I know a lot of people in the industry still haven&#8217;t accepted even the concept of a &#8220;browser-based&#8221; MMO, let alone realise where they&#8217;ve got to now.<\/p>\n<p>I&#8217;m not in the loop on this stuff any more, but it set me to wondering what I&#8217;d be chasing if I weren&#8217;t doing iPhone exclusively right now.<\/p>\n<p>What about you? Are you <em>fighting<\/em> the browser?<\/p>\n<h4>The Executive&#8217;s impression<\/h4>\n<p>Game developers aren&#8217;t stupid. Executives aren&#8217;t clueless. But some are.<\/p>\n<p>In the minds of those who make games but &#8220;don&#8217;t do&#8221; browser games on principle, I&#8217;ve found &#8220;a browser MMO&#8221; often means some or all of:<\/p>\n<ol>\n<li>A text-only game running off a single Perl webpage, where each action causes the whole page to be refreshed.\n<li>Non-real-time interaction (because, you know &#8230; web-servers aren&#8217;t powerful enough to run anything in real-time)\n<li>High-latency, jerky, shallow movement of characters and objects\n<li>Weak 3D graphics &#8211; 5 years or more behind the curve of Console graphics\n<li>Fat client downloads that &#8220;no-one&#8221; can be bothered to wait for, and would be better-off distributed on a DVD\n<\/ol>\n<p>What&#8217;s reality? Well, here&#8217;s a few observations&#8230;<\/p>\n<h4>Drop-dead gorgeous graphics &#8230; are the norm<\/h4>\n<p>For a look at today, go browse <a href=\"http:\/\/unity3d.com\/gallery\/live-demos\/tropical-paradise\">some of the Unity demos<\/a>. Unity is *not* the &#8220;best&#8221; 3D engine, the fastest, the best language &#8211; but it&#8217;s nicely balanced towards ease of adoption. It&#8217;s very easy for new developers to get into. And so it&#8217;s setting a very achievable base standard that&#8217;s higher than many people would believe. With anyone able to produce 3D to this level, and embed it in the browser almost as an afterthought, the use of plugins becomes a new landscape.<\/p>\n<p>Right now, crappy Flash MMO&#8217;s are still re-treading the ground of Dragon Fable (which is coming up to it&#8217;s 4th birthday) et al &#8211; albeit that&#8217;s now the &#8220;standard&#8221; and there is better and better appearing. But just as it only took a few games to adopt this approach and show how good it could look, widespread adoption of Unity, and a few high-profile innovative products, will drag forwards the rest of us.<\/p>\n<p>(by &#8220;us&#8221; I don&#8217;t mean professional developers, I mean primarily the amateur and semi-pro teams who don&#8217;t yet work for a living &#8211; the students etc)<\/p>\n<p>2 years ago I wouldn&#8217;t have thought it would be necessary to say this (I assumed that FB would have kicked everyone&#8217;s butts) but maybe it&#8217;s still relevant: going forwards, I suspect &#8220;browser MMOs&#8221; still need to be a lot more &#8220;browser&#8221; and a lot less &#8220;traditional MMO&#8221; if they wish to stand out.<\/p>\n<h4>The facebook question<\/h4>\n<p>Browser MMO, huh? So &#8230; Why is there no option to use Facebook Connect to login? In 2010, I think that&#8217;s what browser-MMO probably means to most people: &#8220;it works from Facebook&#8221;.<\/p>\n<p>The massive, fundamental changes to Facebook that are coming in this year may push a lot of content-providers off FB, and back to the web &#8211; but users will continue to demand single-sign-on access, and shared access to friends lists. This already works, off-site, thanks to Facebook Connect (both for websites and for other hardware platforms, e.g. iPhone).<\/p>\n<p>I may be completely wrong, but my suspicion is that many developers still want to &#8220;use Facebook&#8221;, by which they mean:<\/p>\n<blockquote><p>\n&#8220;use (the large number of accounts on) Facebook (to get lots of users in our game without having to do so much advertising)&#8221;.\n<\/p><\/blockquote>\n<p>&#8230;while (again, merely a suspicion) users want their games to &#8220;use Facebook&#8221;, by which they mean:<\/p>\n<blockquote><p>\n&#8220;use (the apps, data, and list of friends I already have on) Facebook (to reduce the effort I go through to play the game)&#8221;\n<\/p><\/blockquote>\n<p>The problem here is the developer is chasing more signups, and the user is chasing ease-of-access. IMHO, the FB changes are going to cut off most of the former, leaving the question: who will do best at fulfilling the latter?<\/p>\n<h4>The Glottal-Stops and Square Pegs of User Experience<\/h4>\n<p>When people surf to your MMO direct from the Web, do they get a feeling akin to the <a href=\"http:\/\/en.wikipedia.org\/wiki\/Glottal_stop\">glottal-stop<\/a>? Do they feel like they mentally &#8220;stumbled&#8221;, as the paradigms and user-interface go through a sudden change?<\/p>\n<p>Embedded within an ordinary web-browser, does your MMO look like a square peg forced into a round hole?<\/p>\n<p>The effects are subtle, but they decrease virality, decrease engagement. The effects are tiny, but with millions of web-users out there, they can be cumulative. Each time a user experiences this, you marginally shrink your maximum user-base, and you push your conversion rate down.<\/p>\n<p>Why was I so shocked that Earth Eternal is (silently) Windows-only? (as is\/was Free Realms, for that matter)<\/p>\n<p>Well, largely because it reminded me of years ago, when you&#8217;d occasionally go to a website only to see:<\/p>\n<blockquote><p>\n&#8220;This site is only valid in Internet Explorer; you are not running that browser, so you are seeing this special page instead of the site. Please download IE now and then come back.&#8221; (or Netscape, or &#8220;desktop, but you are using a mobile phone&#8221;, etc)\n<\/p><\/blockquote>\n<p>History suggests that this is not a viable strategy when you&#8217;re fighting it out on the web&#8230;<\/p>\n<h4>I&#8217;ll know it when I see it<\/h4>\n<p>I&#8217;m waiting for one feature in a major MMO. I&#8217;ve seen it in a few &#8220;amateur&#8221; MMOs, and you get it on Facebook apps etc. It&#8217;s a fundamental expectation from the Web, and it is incredibly powerful:<\/p>\n<blockquote><p>\nEach piece of interesting content is *named* &#8230; it has a unique URL &#8230; so that I can directly tweet places, events, people, and things. I can bookmark conversations I&#8217;ve had. I can archive, I can cite, save, and return.<\/p>\n<p>Bonus points for incorporating a bit.ly service in the client, so I can literally copy\/paste direct into twitter\n<\/p><\/blockquote>\n<p>I&#8217;m hoping it&#8217;s out there already, and I just haven&#8217;t spotted it yet. When it comes, someone let me know; until then, I&#8217;ll be spending more time in flash games, and less in mainstream MMO&#8217;s. I prefer my gaming to be Web-compatible, thanks&#8230;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>What&#8217;s a browser MMO? Today, not 5 years ago? In the previous post I poked Earth Eternal for claiming to be the &#8220;*REAL* MMO for your browser&#8221;, and disappointing on that front (although it could be awesome on all other fronts). I finished with: So &#8230; EE may be a great game &#8230; and it [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[13,47,9,3],"tags":[],"_links":{"self":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/794"}],"collection":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/comments?post=794"}],"version-history":[{"count":0,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/794\/revisions"}],"wp:attachment":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/media?parent=794"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/categories?post=794"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/tags?post=794"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}