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This is one of the keynote speeches from Korea Games Conference 2009. KGC 2009 was held at COEX in Seoul from October 7 to 9. Top executives from Ndoors, NHN, AMD, Crytek and more shared their knowledge of Korea's online gaming ecosystem.
Among the keynote speakers was Jake Song, founder of XL Games, who discussed the evolving world of MMORPGs.
Jake is a legendary developer behind blockbuster games likes of Kingdom of the Wind and Lineage, whose accumulated revenue exceeded 1 trillion Won (US$ 769 million). He’s currently working on a new MMORPG called X2 (working title) at XL Games. [This article was released before ArcheAge was officially named.]
The following is a summary of what Mr. Song said during his keynote speech.
The Evolving World of MMORPGs
Jake Song took WoW as an example of current trends in the MMORPG world: quite predictable and tame like Hollywood movies. In order to overcome this limitation, developers have to take their target audience's participation and creativity into account.
90s MMOPRGs: Virtual worlds with lots of freedom
First of all, I want to start with saying that this is my personal opinion, which can be sometimes right and sometimes dead wrong.
The 1st generation of MMORPGs includes Ultima Online and Lineage in 1997. EverQuest, Lineage 2 and Dark Age of Carmelot can be categorized as the 2nd generation. Now we have World of Warcraft and Aion.
Ultima Online paved the way for modern MMORPGs by introducing the make-believe virtual world with a liberal dose of freedom, which produced reckless PK and autoprograms (bots) as byproducts.
Lineage also created a series of problems: reckless PK, monopolization of hunting grounds by few clans, secondary markets outside of the game (RMT), etc.
It was all about trial and error for the 1st generation games.
2nd Gen Games: A hands-on approach to solving problems
That’s when the 2nd generation games, EverQuest, Lineage 2, and Dark Age of Camelot, came in. EverQuest, the first 3D MMORPG, introduced the raid system where multiple users hunt monsters together, along with non-tradable items. Dark Age of Camelot employed an RVR system which expanded upon FFA PVP.
Then along came blockbuster games like World of Warcraft and Aion, which solved a lot of remaining problems but also introduced some of their own.
In the case of WoW, they took entertainment aspect of the game more seriously than virtualization. Non-tradable items kept users from creating a secondary market and no in-clan PVP rule reduced reckless PK. Introducing an instanced dungeon solved the problem of players monopolizing hunting grounds.
Emphasizing the entertainment aspect brought out good things from games but it also has a side effect: entertainment and convenience made players overlook unrealistic situations. For example, a boss monster that you killed several hours ago respawns. That makes no sense!
Instanced dungeons were like riding attractions at theme park with your friends. You ride one and move on to another.
Bring Out Freedom Again
As instanced dungeons became popular, the whole world of MMORPGs became an entrance lobby to instanced dungeons. In my opinion, today’s MMORPGs are like theme parks – guaranteed fun with limited choices.
Players became passive consumers. Rather than actively seeking contents like the 1st generation games, they just follow the game developer’s lead. They can’t build a castle or house within this confined world, hence the predictable and tame modern virtual world.
Future MMORPG
I believe the next generation of MMORPGs will return to the previous trends: freedom and creativity. You can get that old predictable fun from other entertainment forms.
This will be possible by integrating the world, lore, community, and user-created contents. For example, the world can be changed according to season, time of the day, weather and so on. You can cut down trees to build a house or a castle.
Let’s say a pond can be created when a meteor strike was called down during a battle last week. Or you can hire or date an NPC, who normally just sells items or offers a quest in today’s games.
Unpredictable fun should be implemented in MMORPGs. We need to work on addressing problems rather than putting a band-aid on them. On top of its sophistication, the future MMORPG incorporates a way to give users back the possibility of freedom and creativity.
Among the keynote speakers was Jake Song, founder of XL Games, who discussed the evolving world of MMORPGs.
Jake is a legendary developer behind blockbuster games likes of Kingdom of the Wind and Lineage, whose accumulated revenue exceeded 1 trillion Won (US$ 769 million). He’s currently working on a new MMORPG called X2 (working title) at XL Games. [This article was released before ArcheAge was officially named.]
The following is a summary of what Mr. Song said during his keynote speech.
The Evolving World of MMORPGs
Jake Song took WoW as an example of current trends in the MMORPG world: quite predictable and tame like Hollywood movies. In order to overcome this limitation, developers have to take their target audience's participation and creativity into account.
90s MMOPRGs: Virtual worlds with lots of freedom
First of all, I want to start with saying that this is my personal opinion, which can be sometimes right and sometimes dead wrong.
The 1st generation of MMORPGs includes Ultima Online and Lineage in 1997. EverQuest, Lineage 2 and Dark Age of Carmelot can be categorized as the 2nd generation. Now we have World of Warcraft and Aion.
Ultima Online paved the way for modern MMORPGs by introducing the make-believe virtual world with a liberal dose of freedom, which produced reckless PK and autoprograms (bots) as byproducts.
Lineage also created a series of problems: reckless PK, monopolization of hunting grounds by few clans, secondary markets outside of the game (RMT), etc.
It was all about trial and error for the 1st generation games.
2nd Gen Games: A hands-on approach to solving problems
That’s when the 2nd generation games, EverQuest, Lineage 2, and Dark Age of Camelot, came in. EverQuest, the first 3D MMORPG, introduced the raid system where multiple users hunt monsters together, along with non-tradable items. Dark Age of Camelot employed an RVR system which expanded upon FFA PVP.
Then along came blockbuster games like World of Warcraft and Aion, which solved a lot of remaining problems but also introduced some of their own.
In the case of WoW, they took entertainment aspect of the game more seriously than virtualization. Non-tradable items kept users from creating a secondary market and no in-clan PVP rule reduced reckless PK. Introducing an instanced dungeon solved the problem of players monopolizing hunting grounds.
Emphasizing the entertainment aspect brought out good things from games but it also has a side effect: entertainment and convenience made players overlook unrealistic situations. For example, a boss monster that you killed several hours ago respawns. That makes no sense!
Instanced dungeons were like riding attractions at theme park with your friends. You ride one and move on to another.
Bring Out Freedom Again
As instanced dungeons became popular, the whole world of MMORPGs became an entrance lobby to instanced dungeons. In my opinion, today’s MMORPGs are like theme parks – guaranteed fun with limited choices.
Players became passive consumers. Rather than actively seeking contents like the 1st generation games, they just follow the game developer’s lead. They can’t build a castle or house within this confined world, hence the predictable and tame modern virtual world.
Future MMORPG
I believe the next generation of MMORPGs will return to the previous trends: freedom and creativity. You can get that old predictable fun from other entertainment forms.
This will be possible by integrating the world, lore, community, and user-created contents. For example, the world can be changed according to season, time of the day, weather and so on. You can cut down trees to build a house or a castle.
Let’s say a pond can be created when a meteor strike was called down during a battle last week. Or you can hire or date an NPC, who normally just sells items or offers a quest in today’s games.
Unpredictable fun should be implemented in MMORPGs. We need to work on addressing problems rather than putting a band-aid on them. On top of its sophistication, the future MMORPG incorporates a way to give users back the possibility of freedom and creativity.

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