Tabula Rasa is shutting down.
One time I started to write a blog entry about the things that you do and do not want to hear MMOG developers say. It was a little too much work, but the Tabula Rasa devs were definitely going to have an entry in the "do not want to hear" column. In interviews, Richard Garriot or other Tabula Rasa developers would talk about how they were rethinking many of the assumptions of the genre.
This is a big red flag. A big red flag that is on fire in a room full of dynamite in a museum filled with priceless artifacts.
If you are making an ordinary single-player game with six or ten hours of gameplay you have a lot of leeway to be innovative. You can do something totally new and still make a great game. Even then it's very rare for totally new and innovative games to cross the Good Game Rubicon and really be great.
MMOG's are a different animal. Every mechanic needs to be balanced against every other mechanic and then still remain at least somewhat fun for months or years. A single player game might revolve around two or three simple mechanics. Any MMOG needs probably twenty or thirty specific, complicated mechanics before they can even earn the name.
This is not to say you cannot innovate in an MMOG. You absolutely can and should. But you only innovate on four or five mechanics out of the twenty or thirty you'll need. Nobody is going to have the time, energy, or talent to rethink every standard mechanic in the genre. Even if you could, nobody will play your game because it would be practically impossible to learn.
At one time I was really looking forward to Tabula Rasa but I never ended up playing it. I remember reading about an expansion a few months ago. They were very excited because they were adding Armor Sets to the game. When you try to innovate too much you end up missing these "baseline" features to your game, things that no MMORPG should go without.
Richard Garriott was one of the pioneers of the MMORPG genre but he never found much success after Ultima Online. There's something special about video game pioneers that tends to make them long-term failures. If you've ever read about the development of video games during the 1970's and 1980's, it strikes you that practically none of these people (except for Shigeru Miyamoto) has had much success or longevity in the industry after their "pioneering" days were done.
It shows you that the creation of video games is a complicated thing. You do need your innovators, your "scientists", to pave the way. But the world of the not-new belongs to the engineers, who can take the innovative ideas, refine them, and make them into good games.
20 hours ago