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MMO development (Help)

Started by August 09, 2017 05:56 PM
14 comments, last by swiftcoder 7 years, 3 months ago
29 minutes ago, Tom Sloper said:

How come nobody ever wants to make a MOG? Why does everything always have to be MM? /rant

I would like to pitch you a MMOG (Moderately Multiplayer Online Game).

Hello to all my stalkers.

Thank you all for your remarks, I think if I did not ask for your advice I would be bankrupt for a while hahaha.

I will leave for the future a multiplayer game, although it is really what I am most passionate about, to be working on a project and to develop and improve it more, I am not so interested in developing thousands of games "trying luck", but work on something and improve it for those people. I think it's more about feeling good about myself doing a job well and not having a profit (?) When I'm hungry I'll change my mind hahahaha.

As Yasil mentions, it's about reading a lot, and that's something that I like and I think I enjoy more, learning new things, two weeks ago I had not even touched a 3D modeling program and now it's what I like the most, trying in my spare time to have a better finish on the design.

Likewise and this forced change of type of game makes me see that I will really like to develop other types of games, I don't know. I'll let you know when I'm on a broken bench or I've already uploaded a game to Steam hahahaha!

I have been pleased with the support of all of you.  Greetings to all!

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Honestly multiplayer ups the complexity of a project significantly.

Take a shooter. Okay you can aim at people, shoot them, maybe there are npcs(bots) all is right in the world.

Now we make it multiplayer, now you have to account for a myriad of things. People losing connection, the fact there is a delay between pressing a button and something happening on screen vs happening on the server. A lot of people don't seem to get how much complexity just making something multiplayer is. A game like WoW, ignoring its scope and complexity, has a ton of engineering in it just to make the multiplayer -feel right-. In fact one of the things that most impressed me about the game since I played it when it originally came out was how smooth it felt doing things like casting spells, they have a very nice blend of animation, client prediction and server response to events.

Frankly making a multiplayer game that feels like a singleplayer game is hard as hell even without the "massive" part involved. Oh and using an engine like Unity or Unreal is not going to help that much, you still have to write most of it yourself.

On 10/08/2017 at 3:56 AM, CRWSHER said:

I can not sustain an income of $ 479 per month for 50k players

479/50000 = ~0.01. So you'd need to achive 1c average monthly revenue per user. Or in other words, if 1% of your player base spends $1 per month in your game, that will pay the bill. That's totally achievable, assuming you actually have 50k players. What's more important is what the bills are now, when you have 5 players.

2 hours ago, Hodgman said:

479/50000 = ~0.01. So you'd need to achive 1c average monthly revenue per user. Or in other words, if 1% of your player base spends $1 per month in your game, that will pay the bill. That's totally achievable, assuming you actually have 50k players. What's more important is what the bills are now, when you have 5 players.

Along these lines, before you spend a single cent... write a business plan.

You need to make sure you are aware of all the costs you may incur, and figure out how long your cash-in-hand will last at the projected burn rate. Pre-plan your exit for when cash-in-hand is low (i.e. before you are in debt). Will you need cash to cover refunds to paying players when you are forced to shut the servers down? Etc.

Eskil's Love is a pretty good example. He initially paid for the servers by selling monthly subscriptions to the beta (I think it was around $5/month), which was only possible because he already had quite a bit of publicity and a loyal following willing to fork up the cash. When he decided that Love wasn't a viable commercial venture, he opened up the server (so that anyone could run their own for free).

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

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