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Random Dialogue: Franchise Fundamentals
Dialogue, 2004-08-09

Star Wars, Warcraft, Middle Earth, Final Fantasy, Dungeons and Dragons..franchises are here to stay in the Massive genre. For better or worse companies see franchised entertainment as "money in the bank", a safe way to enter the massive market without having to come up with your own intellectual property. The merits of franchised vs. original ideas have been debated endlessly elsewhere. Personally, I think a franchise game can be just as good as a game with an original world, if not better. It's all a question of what you do with the IP and if you make a fundamentally fun game out of what you've been given. Today I'm going to mention a few intellectual properties that I think would make good massive games. I'm sure each of these in turn have been bantered about by the fan population, but I think it's worth discussing just the same. The key is to envision what sort of game mechanics would go well with the established franchise. A turn based game set in the James Bond universe would probably not be a big seller. Though the idea of a trading-card based Bond game might have merit....



Star Trek

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The other great science fiction franchise is easily as deserving as Star Wars of it's own graphical massive game. I should point out that there are already several text-based Trek games, and if the very concept of a massive Trek environment makes your mouth water a quick Googling should make you a happy human. The key in a commercial, graphical game is that from the get-go you have to focus the game where the shows and movies have been: in space. A Trek game could actually be several disperate and interesting types of game in one. Taking on the role of a freighter captain, you could haul cargo through contested space, dodging freebooters and patrols to get your cargo in on time. As an officer you could command a small crew on a lower priority ship exploring the fringes of the galaxy, patroling the edge of the neutral zone, or running humanitarian missions within the federation. It would probably be a wise decision to maintain the tradition set by EVE and Earth and Beyond, where the player's "character" is in fact a ship and not an individual. While the game should probably not focus on combat, development time and thought should be put into ship-to-ship combat. The grandeur and elegance of Trek combat would be a challenge to get right, but the results would be eminently satisfying. Think sailing ships and broadsides more than dogfights and hairpin turns.



Shadowrun

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One of the grand old dames of the Pen and Paper roleplaying world, Shadowrun is an eminently MMORPGable franchise. In Shadowrun (SR), you take on the role of criminals eking out a living in a vaguely dystopic near-future. There is cyberware, grit, and lots of guns. The twist is that early in the 21st century magic "returns" to the world, adding elves, trolls, orcs, dragons and spells into the grit and guns mix. The result has almost twnenty years of intriguing backstory behind it and a following of loyal minions. While the initial explanation of the world may take some time, the world is an almost sure-fired hook. It has a lot of personality and is very accessible to the gamer and non-gamer alike. The powerful drive limos and the poor eat fast food. It just so happens the guy in the limo is an elf and the guy eating a McHugh's burger is a troll. Game design-wise, a Tabula-Rasa style setup involving heavily instanced missions and housing combined with public hangout areas would probably be the best way to go. Doing well would earn you money and reputation, allowing you access to a better tier of missions and fellow runners. Man, what I wouldn't give to get my hands on a Predator. If you like this idea, bother Microsoft. They own the digital distribution rights to SR through FASA Interactive.



James Bond

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More of a realization that I'd like to play in a spy MMOG than anything else, I think a spy MMOG branded as a Bond game would get really good traction. For inspiration I would look to an equal amount of "Everything or Nothing" (stealth elements + Bond moments) and Splinter Cell. Another great candidate for heavy use of instancing, this game would be focused on very small teams. Say two or three people cooperating to infiltrate an embassy, or a crack team of four using scuba gear and stealth to get into a villain's compound. Non-instanced common areas could be areas of the MI6 headquarters, pubs, or training facilities. There could also be some interesting crafting elements here, allowing agents to step into the shoes of Q division operatives and outfitting themselves and others with interesting gadgetry. At the very least a Bond game would be a chance to try out your double entendres on an unsuspecting populous.





Oz

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No, not the HBO series. By Oz, I'm referring to the world created by Frank Baum, most notoriously seen through the movies "The Wizard of Oz" and "Return to Oz". Baum's works in Oz actually stretched far beyond the scope of the world shown by the movies through more than two dozen books. Beyond Frank Baum, other writers have participated in the literary world, extending it's life even further. While not always a kid-friendly environment, I think Oz would be an amazing vehicle for a MMOG centered on younger gamers. Utilizing canned chat the way that ToonTown Online does, folks new to online gaming could be introduced without the swear-fests of more traditional games. As for game elements, there are several distinct countries throughout the world of Oz. The actual Land of Oz, the lands of the Winkies, Quadlings, Munchkins, and Gillkins, would make for a great entry level area. Beyond the Impassable Desert lies many other surreal lands to be explored (such as the Country of the Gargoyles, Boboland, The Kingdom of Ix, and The Dominions of the Nome King). Cooperative problem solving is usually the focus of Oz-based books, and would make for good gameplay as well. Think ToonTown and Puzzle Pirates hooking up and spawning a child.

Regardless of the franchise involved a massive game is only as good as the mechanics that support it. That said, choosing the right franchise (and the right direction to approach that franchise) can be the difference between a built-in audience and an angry fanbase.





 
 
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