The future of MMOs: beyond a genre

Secrets of success

So why has Wurm Online succeeded where other MMO titles, who strode onto the scene wearing gigantic money hats, have failed miserably?

Maple story

MAPLE STORY: Casual 2D MMO success stories, such as Maple Story often get overlooked

Then there's Dofus. You've probably never heard of Dofus – and yet it has 30 million players (three million of which are paying subscribers) and just happens to be bigger than World of Warcraft in several countries. French-speaking countries, pointedly.

It is available in English, and has a fair amount of fans in the US and UK, but really it's a bit of a ghost town over here in comparison. That doesn't mean it's not a new paradigm of MMO success. It's 2D, isometric and turn-based – exactly the kind of thing that habitual gamers sneer at, in other words – it was created by just a couple of guys, and its publisher/developer Ankama has barely marketed it. It hasn't had to.

Tu Dofus? Mais oui!

Back in April, PCF wandered over to Paris to attend the annual Ankama convention. As we roamed an exhibition centre filled with over 30,000 people (of all ages, but definitely skewed towards young), all feverishly buying Dofus plushie toys, cooing at cos players (proper ones, not bearded men dressed as sailors) and queuing for sneak previews of Dofus' multiple upcoming sequel/spin-off games, we couldn't believe that we were previously unaware of this quiet colossus.

"Back in 2005 Dofus was able to gather a strong French speaking community because it was known to be a French game, and there were not too many French MMOs out there back then. The game really took off in 2008 in France," says Ankama's Cedric Gerard.

Dofus

DOFUS: The quietly spoken French-made MMO giant with three million subscribers

"We've managed to continue growing for the past few years for several reasons: the game is in a style of its own: a funny, manga-looking MMO with a turn-based fighting system. The low subscription fee is also one of the factors of its success, and so is the fact that being developed with Flash, it can be played on low-specced computers."

At just £3.99 per month, it's a much easier expense to justify than the £8 to £12 we're accustomed to from flashier MMOs, which, as we know, many games have struggled to sell to the punters.

"We decided to offer a free version of the game, and give players the option to access the full version and pay for it when they are able to do so. Because of the lower fee to play, the majority of the players have been able to subscribe for several accounts, which they use to play at the same time, actually playing several characters at once, which is possible thanks to the turn-based system."

English-speaking nations are very much being targeted by upcoming sequel Wakfu, which, unlike Dofus, has a more persistent world that scrolls as you move, instead of entrances and exits on one Flash screen.

Lay your preconceptions about 2D, foreign MMOs being cheap and tawdry at the door – Wakfu is genuinely gorgeous to look at, and experimenting with a concept of a living ecosystem. Unlike sleeping giant Dofus, expect to start hearing about it soon, thanks to a Pokemon-style cross-media invasion.

"There will indeed be a very big push of Wakfu in the English-speaking markets, especially in the US", says Gerard. "We're looking to make it very successful with the elements of ecology and political system giving a lot of freedom to the players. The TV series, comic books and browser game will allow us to develop different aspects of the story."

F2P Not 4Us?

Wakfu's pricing hasn't been revealed, but it seems clear Ankama are continuing to resist the conventional wisdom that the free to play model is the future of this still-young industry:

"The free-to-play (item selling) model seems to attract a lot of companies to make casual MMOs, because it generates more revenue over a short period of time. Player lifetime is usually shorter, and the community doesn't develop in the same way and the game itself therefore usually has a shorter lifetime as well.

This type of MMO game suits a certain kind of player, those that want to spend more money in order to evolve their character quicker. Some people might think of it as the fast food of MMOs. We believe there is a danger of affecting the quality of the product in the end if revenue is the only thing you are after."

Massively.com's Shawn Schuster doesn't agree, believing that the subscription model of MMOs isn't looking terribly robust. "It won't die completely just yet, but games like Dungeons & Dragons Online are proving that people are willing to bend and try something new.

Subscription payment models are unheard of in Eastern countries, and it's just a matter of time before a hybrid model (much like DDO's) will become the norm in the Western world.

"The surprise success of Guild Wars, a game which eschewed subscriptions in favour of pure purchase price and rapid-fire expansions, was a hint of what was to come. When the sequel arrives, hopefully next year, it will emerge into a changed world. 'MMO' means nothing anymore – it's an outdated label for a very particular type of game that's slowly vanishing – or at least consolidating.

This isn't about World of Warcraft and its competitors anymore. It's about finding a place, a pace, a population and a payment plan that suits you. An industry in are after."

An industry in trouble? Far from it.