When I heard about Tera for the first time, the thing that caught my attention was that it is designed by "MMO Veterans (Designers)".
Immediately the question: "Will it also be designed for MMO (Gaming-)Veterans ", came up to my mind.
Games are often designed by a rather young team of developers for a rather young audience (below 30). Or like I tend to say:
"Gamers grew up, while the Gaming Industry did not."
Regarding Tera, the question is, will they just focus on one generation or have they learned enough from their own experience to target several generations of gamers? Make Tera a game that is appealing to a Teenager as well as a married couple.
Of course I would not raise this Question, if I did not think I would have found clues, that they have a wide spectrum of customers in mind.
MMOs can be a time intensive hobby, and most of you probably agree, that you are only going to play a game, if your wife/girlfriend likes it. Sharing a hobby is more fun and makes it a much better experience.
At the moment it looks like Tera is at the edge, of becoming a one generation or several generation MMO.
On the one hand, Korea society is still Confucian and patriarchal oriented, focused on boys, which is heavily reflected in the way female Characters in Tera are presented.
On the other hand it looks very pretty and fantastic, which makes it appealing for women as well.
Community Management is part of the marketing. They try to find out, what the (potential) customer expects from the game.
The Problem is, that "Veterans" rarely participate in open forum discussions. Since they saw many games raising expectations and failing at the end, and they avoid Forum Wars or Trolls, Veterans move into a sort of shadow community, like the blogsphere.
Working in the financial sector, I can assure you, that our human resources department would definitely give me a certain call, if I would appear in a game related group within a social network like Facebook. So catching them on social networks might also be problematic.
Therefore if they are planning not only to cater "trigger happy" students, the Designing Veterans at Bluehole Studio and Enmasse have to rely on their own experience, because they will have difficulties of getting a Feedback from the gaming Veterans.
As I am not fan of discussing isolated aspects of a game, I am really looking forward to see, how the "package" Tera will turn out at the end.
From my personal impression, I would say that Tera has a good chance to become an wonderful game for young and old, "Easterns and Westerns".
Arcade games can be appealing for "Pros" as well as beginner, if they are not too trigger happy. Some people prefer "slow" fights (half round based games as an extreme example) while others action oriented controls. Tera has characters that seem to be more reaction based, while others are more based on tactical decisions. Therefore to be fast enough to avoid a youngster get bored, while not being to fast for a settled player.
Some like PvP others PvE, a balanced combination of both can be rarely found. Make a guild holding a PvP Castle gaining resources or award them with these resources for slaying a raid boss, could be an example.
Theme parks are fun, but they put a lot of pressure on the designers to always invent new attractions. User generated content in a sandbox, makes the player get involved in the game, creates immersion, but one day, you just feel like lazily going through a designed adventure.
Tera claims to have Player based economy and politics, which is a wonderful way to support Player generated Content. Offering Niches for Players is always a good thing. While the son loves to be the shiny hero, your wife might enjoy her priest running her own Tailor Shop.
Guilds might aim to have a specialist for every purpose while other guild might specialise on things like Trading etc.
The Challenge of creating a MMO is, offering it enough action for short excitement while having long-term content like politics and economy as well, creating a certain depth. Everything works in together and makes the whole experience determine its success.
I am really looking forward to see, which route the game will take.
