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On Virtual Ghost Towns and Dying Communities

Aaah
Sunday, April 18, 2010

At the time, I used the name "Bookman." I was well-known in my Counter Strike 1.6 community, especially as a sniper. Within the familiar confines of our server space, I made friends, sharpened my skills, and met new players. But last week I returned to our once-famous server to find it completely empty. Everyone had moved on -- the clan had separated and the server was a ghost town.

Due to their very nature, communities expand and deflate. Human beings either make a concerted effort to maintain social connections or they move on. Unfortunately, most online communities fail to live past their first anniversary. In fact, most multiplayer games don't maintain a fan base large enough to justify server costs. As the fictional antagonist in the film AntiTrust put it, "This business is binary. You're a one or a zero. Alive or dead."

The question remains, however, how do we prevent this death? How do we stop burgeoning online communities from turning into ghost towns 12 months down the road? Well, I have a few ideas. Here are three practical steps any developer can take that will increase the longevity of their game and maintain a decent-sized fan base:

 

1. Working the Core

For a game to sustain itself over a period of years, the foundational gameplay has to be spot on. The controls, weapon mechanics, and abilities have to be essentially perfect. Too many games these days rely on cheap gimmicks, which get old very quickly. The reason people still play Quake is because it offered a seamless first-person experience that is unmatched even today.

Bionic Commando

The reason no one plays Bionic Commando online anymore, despite its recent release date, is because the multiplayer portion was propped on the shallow -- albeit unique -- ability to use a grappling hook. To be fair, the controls were alright, but Bionic Commando's weapon functionality was poor. When you expect players to repeat a simple action hundreds of times each minute (i.e., shooting, aiming, or jumping), it better feel great.

2. Practice Everything in "Modification"

The ability to modify a game is critical to its longevity. Developers can't be expected to support their games forever, and that's why the studio needs to give its fans the ability to take the reins. Half-Life owes its success in part to the massive mod community that's sustained the decade-old game since its release. Counter Strike, Day of Defeat, and Team Fortress are all the result of open-source tools and community spirit.

Needless to say, exceptions exist -- most notably Modern Warfare 2, whose source development kit has been kept under lock and key. But the converse is also true: A modifiable game isn't always successful. A case in point is World in Conflict. Although this Swedish real-time strategy game sold well and spawned several total conversion mods, the multiplayer community is far from booming. In fact, I had difficulty connecting to a single stable, competitive match.

3. Back the Attack!

Red OrchestraSupport is key to the life span of any video game. Let Valve's efforts with Team Fortress 2 (PC) stand as an example. Since the release of The Orange Box, TF2 has received a constant stream of updates via Valve's content delivery service, Steam. Moreover, the Washington-based developer has devoted itself to cultivating a sense of community via monthly competitions and an informative blog.

But again, exceptions prevent this rule from being concrete. TripWire Interactive, the developer responsible for Red Orchestra and The Killing Floor, actively participates with community members on the forums and in-game. But all the interaction in the world won't turn their fledgling PC games into blockbuster successes.


In all earnestness, you can't calculate the long-term success of any video game. Following the steps I've provided will help, but I can't make any guarantees. Some poorly supported and poorly designed games like Postal have enjoyed enormous success online -- it's all a matter of chance. The best a developer can hope to do is make a decent game and cross its fingers.

 
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Comments (5)
Where
April 18, 2010

I lost hours upon hours of my teenage years to Day of Defeat. I can't tell you how much of my life I spent in dod_donner (best multiplayer map, ever). When I recently recovered my Steam account, I tried revisiting the game, but it wasn't the same.

The entire clan network had been dismantled. There were no more realism groups. All of my friends had jump ship. It sucked. I'm not really a fan of the Source-engine reincarnation...it's just not the same. As you mentioned, Day of Defeat: Source didn't have the support or the staying power of the original. I'm sure that in a year or two, it'll go the way of the dinosaurs.

Anyway, I've recently been on the look out for a decent game to attach myself to. Modern Warfare 2 has ZERO community to speak of, so there's no sense in embedding myself in that mess. Battlefield: Bad Company 2 looks promising, though.

Aaah
April 18, 2010

@Keith. Definitely know what you mean. It seems that so-called "Triple A" developers like Infinity Ward are able to follow the first rule, but not the second two.

Without community what's the point in sticking around for years after release. At this point, without new maps, mods, or updates of any kind, Modern Warfare 2 is looking real old. Moreover, since I only play with 5 friends (all of whom have bailed), the game is worthless to me now.

Oh well. It was good for the first...2 hours or so.

April 18, 2010

Solid article. I'm not so sure about the necessity to include mods though. It sure helps, but I think that simple DLC and expansions help a lot. I mean, check out games like Everquest. It may be a strange model to follow, but there have been 15 or so expansions -- it's crazy.

Nostalgia is also a pretty big factor. But how do you anticipate for that? No clue.

Scott_pilgrim_avatar
April 18, 2010

About once a year, I really get back into TF2 on my PS3. But without Valve's updates for their Sony iteration, the numbers of players and servers have dwindled. Granted, there's still a strong community there, but I wouldn't give it another year. Great points here.

Default_picture
April 19, 2010

This is a very sad topic. It reminds me of an "A Life Well Wasted" episode, about archiving MMO worlds or something like that. Hearing those sobbing voice chats during the final hours of some random MMO was heartbreaking.

This seems to be a huge problem with PC games. MMOs, once they are gone, they are gone for good; and FPS, it just is NOT the same without the people you used to play with.

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