A World Without... World of Warcraft
Posted: Friday, June 18, 2010
by Epic Toon
No, this isn't an article about what you might do if you suddenly logged in one morning and all your WoW gold achievements, and those epic mounts, were gone, or worse, if there wasn't a launcher to log in to. Rather, this is a speculative article about how the industry and MMO genre might be different had Blizzard chosen not to develop World of Warcraft.
What it would have meant for
Blizzard:
Diablo III, and StarCraft II would be out by
now.
You can bet that one, or both of these would have been the
next game on Blizzard's slate after Warcraft III. The ongoing revenues
enjoyed from the wild success of World of Warcraft and its various
expansions has meant that Blizzard really hasn't had to worry too much about
where the cash for the next meal is coming from. The lack of a cash cow like
WoW could, or rather would have meant that Blizzard would have to follow a more
traditional development model.
Hard to believe, but it's been ten years since Diablo II, and a
whopping twelve years since StarCraft, despite the fact that both
franchises have a rabid and vocal fanbase, and StarCraft in particular
is still played on the tournament circuit. You can bet that without World of
Warcraft, we would have seen at least one sequel to one or both games.
Would the Activision merger
have happened?
This is a tough one. The reason Blizzard was such an
attractive partner for Activision was the strength of the World of Warcraft
brand, and the vice like grip Blizzard had on the lucrative market. While
Blizzard would still likely have been a strong developer, it's unlikely that it
would be in the kind of position it finds itself thanks to the success of the
game.
That said, Blizzard, like Valve, are a canny group of
individuals, and you can only imagine they would have found a way to make the
most of the lack of WoW, perhaps we would have seen the birth of a fourth
pillar to be added to the Warcraft, StarCraft, Diablo triumvirate? And
no, a new Lost Viking's game doesn't count.
What it would have meant for their competition, and the
genre:
In 1995, when World of Warcraft burst on the scene to
change the face of the MMO-scape, and redefine what was expected of a game in
the genre, a certain Sony Online Entertainment was on the verge of rolling out
the sequel to a game that was, at the time, the absolute zenith of achievement
in the MMO genre.
EverQuest II, the sequel to the popular EverQuest, promised eye
poppingly futuristic visuals, voice acting, and more questing raiding and eqII
plat than you could shake a big stick at. A year prior, SOE had also launched
the highly anticipated Star Wars: Galaxies, it was believed by many that
this one two punch would easily be more than enough to tie up the MMO genre for
years to come. Oh, but for the advent of World of Warcraft.
One of the major incidences that's often cited in "ruining"
SOE's then-improving Star Wars: Galaxies, was the sweeping changes made
to the game, geared towards making it more user friendly... like World of
Warcraft. Consider for a moment, that had WoW not been around to put such
high pressure on SWG, it's likely the game would have continued to improve and
evolve at a natural pace, without SOE being panicked into a knee jerk reaction
that essentially alienated the player base and drove fans away.
Consider also, that without one game dominating the genre in
the manner that WoW has, the genre might also have enjoyed increased diversity,
rather than a massive 70% of the pie being owned by Blizzard, and the rest
fighting over scraps, games like Age of Conan and Warhammer Online
might have had a more even share.
On the flip side, we're seeing the benefits of increased
competition, as publishers like Turbine look to other ways of keeping, and
expanding their market share, in the case of Lord of the Rings Online
and Dungeons and Dragons Online, by exploring the Free-to-Play model, a
model that the likes of SOE are also exploring with Free Realms and the
upcoming Star Wars: The Clone Wars Adventures.
What it would have meant for
all of us:
We've already established that we'd probably have more
healthy subscriber numbers in our various MMO's, but it's also likely that one
MMO would have jumped to the fore to, if not fill World of Warcraft's
place, then at least provide some sort of stand in, and like WoW has done over
the past few years, provide a template, or strong examples that other
developers would have followed as the blueprint for success. Would it have been
Galaxies? EQII? Planetside? WAR? AOC? Who can tell, but it would likely have
defined what we know of as the archetypal MMO.
It can't be argued that Blizzard's development philosophy
with WoW, deliberately making it easier to get into and more accessible, has
rubbed off on the MMO's that have been developed subsequently, it's hard to
imagine how different things might have been otherwise.
So, what would it have meant for us, the gamer? Well, can
you really imagine a world without Brew-fest? Yeah. Think about that for a
moment.
Chris Coker is a freelance writer and avid gamer. He has
written on all aspects of the MMO industry, focusing on his latest favorite,
Star Trek Online. Check out some of his posts where he dishes out everything
from ship interiors to energy credits to
good old-fashioned grinding.