Richard Bartle has woken the periodic “Why is Fantasy the dominant MMO genre?” beast at TerraNova, and it demands to feed on our attention.
It’s prompted a number of replies and other posts that bring up some good points:
- Risk-averse development
- Convenience of having ‘magic’ to explain things
- The existence of Tolkein
- The existence of AD&D
- Likeliness of appealing to both genders
- …and others…
I think that all of those arguments have some degree of merit - There are aspects of each that are very true. There are also great replies from Damion Schubert and Michael Scoggin there in the TN thread.
Michael’s point that “…humans have more universal reaction to organic stimulus.” is the closest to the answer that I’ve always given. It’s great to see someone actually having studied this.
As for my take, even before you get into development risk, or D&D, or Tolkein, or any of the rest of the above:
Fantasy resonates primarily for three reasons:
- We (humans, both men and women) are just plain wired to be instinctively affected by it in a way that other genres don’t cause, and…
- For the majority of the (US/EU) playing audience of both genders, that wiring is initially built upon by the fact that it’s the first fiction we’re ever exposed to, which is when most of our fondest/strongest memories are formed, and..
- …there’s a good chance that it’s most likely the genre that woke our imaginations in the first place.
Pick a subject at random. What’s the first thing that you think of?
I’ll pick “winter.” The strongest/fondest/first memory is a blizzard from when I was about 7, building snow forts with my friends Lee and Tony in giant 12 foot drifts up against the cinder-block walls of a garage, with a shiny red aluminum snowshovel while wearing a yellow winter jacket and dark blue mittens.
Or I could pick “music.” The first flash of a memory that makes me smile is my mother playing singalong-type folk songs on her classical acoustic, sitting next to the heavy coffee table on the floor in our living room in the house we lived in when I was 5, taping us singing along on an ancient cassette recorder.
My point is: Early memories are sticky.
…and the early memories that first woke your imagination are sticky beyond ever being dislodged.
When it comes to fictional attachment, forget about Tolkein or AD&D, I’m talking even earlier:
- Snow White
- Jack and the Beanstalk
- Cinderella
- Hansel and Gretel
Just from four stories at random, you have fantasy concepts burned in: Dwarves, Witches, Princesses, Heroes, Poison, Castles*, Giants, underdogs triumphing over stronger evil…and lots and lots of Magic.
([*] Sorry, Richard - To a lot of us “castles” are a fantasy element, not something you can wander down the road a ways to see.
You don’t need to have been exposed to all of them. As long as you’ve been exposed to enough of these tales, you already have a solid foundation.
To paraphrase Raph (and I’ll apologize in advance for mangling the concept) one part of Fun is the idea of building on things that we already know, by learning more about them and being rewarded for it.
In most of us, there’s already this functional, working base of Fantasy bits there just waiting to be awoken and built upon. That’s what drives us to Tolkein, to AD&D, and to Fantasy worlds that reward us for building on this pre-existing knowledge.
Things that we enjoy later are (relatively speaking) acquired tastes. I enjoy Sci Fi worlds a lot now, but I enjoy them for what they are - Crafted places of varying degrees of quality and fun - They don’t have the same kind of difficult-to-define resonance that Fantasy does. They take effort to get “lost” in.
Like I said in the subject, I’d definitely love to be wrong on this one, because I do agree that it’s limiting us. I’d love to see the market more open to first-timer success in other interesting directions.
(When I say first-timer, I mean that we’re not going to be able to count, for example, Blizzard’s eventual World of Star-iablo’s success here - That will be a victory built on the strength of a brand, not a victory for genre diversity.)
Even if I am right, I don’t believe for a moment that all is lost.
As the market continues to grow, which it’s going to do in all forms of online entertainment, even if 50-70% of the experiences out there remain fantasy based, there are plenty of chances for success in other genres.
As the whole pie grows, the non-fantasy slice will grow along with it. The majority may continue to cut their teeth on Fantasy, then they’ll acquire tastes for other worlds. And so the cycle continues.
Compounding that, as time goes on and tools improve, it’s going to become more and more possible to make compelling worlds for less money. The days when “success = 250,000+ paying customers” are not just going away, they’re already long behind us.
As it stands right now, as many other games have proven, you don’t even need six figures of users to make your development money back, turn a profit, continue to build a healthy business, a solid brand, and be able to do good by your customers. Those stories just don’t make nearly as interesting of headlines as “WoW scores its 15,000,000th user!”
The presence of the juggernaut has changed the average observer’s perspective of what “success” is by a fair bit, but it hasn’t changed the reality. On the contrary. It’s actually created a lot of interesting opportunities.
In that light, I think that “Why Fantasy?” isn’t really the most interesting question to ask.
The more interesting one is: “Okay. It’s Fantasy. We accept that. How do we best expand from here?”