Massively multiplayer online games
by Hamdy Hamoudi · in Torque Game Engine · 08/18/2001 (6:10 pm) · 5 replies
Hi,
I was just wondering how it would work out if someone made a massively multiplayer online game with the V12 and gave it out for lets say $20, and then it did well and started charging $5 a month for it. Now I know the $20 to buy the game is split 50/50, but how about the monthly fee. There should be some kind of good deal here for the developer.
Thanks
I was just wondering how it would work out if someone made a massively multiplayer online game with the V12 and gave it out for lets say $20, and then it did well and started charging $5 a month for it. Now I know the $20 to buy the game is split 50/50, but how about the monthly fee. There should be some kind of good deal here for the developer.
Thanks
#3
I dont think Tribes II was QUITE built to be a MMORPG.... But prove me wrong. :)
08/18/2001 (9:06 pm)
Lets see you do it first.... :)I dont think Tribes II was QUITE built to be a MMORPG.... But prove me wrong. :)
#4
Anyway thanks for the respond, I will take a couple of months exploring the engine to see if the game is feasible then I will worry again about the deal!
08/18/2001 (9:24 pm)
I agree with you that a MMORPG game wouldnt do too good right now, but what I have in mind is a MMOFPS. Concept somewhat similar to planetside but a really diffrent game.Anyway thanks for the respond, I will take a couple of months exploring the engine to see if the game is feasible then I will worry again about the deal!
#5
Another thing along the lines of paying for multiple MMO games on a monthly basis, is that not only does a player go "do i want to spend 5-10$/mo on 2+ different games?", they also think "Will I play them enough to really do something with it?" Just think of the time commitment in a game like EQ or AC to make a good character. Heck, even for Tribes, I've spent the last 3 years playing it constantly to get the skill level I'm at in it. I even gave up playing Q2's RA2 mod(which i played religiously) to play Tribes all the time. the people who will be playing MMO's are gonna be the hardcore gamers for the most part, they are more likely to gravitate to a single game than spread their time out amongst multiple games.
08/18/2001 (10:10 pm)
I think you'd have to do some really heavy reworking of the network code to do a MMO game with V12. But that is a valid point, there are alot of MMO games coming out in the near future, by some heavy hitters in the industry. Neverwinter Nights and Planetside probably have the genre tied up with a nice neat bow as far as mindshare goes, and both are done by people who have a huge rep and deep pockets. If you are gonna do a MMO game, you need one hell of a hook for it to go anywhere. Another thing along the lines of paying for multiple MMO games on a monthly basis, is that not only does a player go "do i want to spend 5-10$/mo on 2+ different games?", they also think "Will I play them enough to really do something with it?" Just think of the time commitment in a game like EQ or AC to make a good character. Heck, even for Tribes, I've spent the last 3 years playing it constantly to get the skill level I'm at in it. I even gave up playing Q2's RA2 mod(which i played religiously) to play Tribes all the time. the people who will be playing MMO's are gonna be the hardcore gamers for the most part, they are more likely to gravitate to a single game than spread their time out amongst multiple games.
Torque Owner Max R Huskins
The field will be crowded, good games will be overlooked and you have the added problem of monthly fees. Only so many people will want to play MMORPG's anyway and will not have the time or money for more than a few.
Also with the economy going down hill fewer people will have the disposable income to play monthly fee games. They might pay up for a one time fee 50 dollar game. But they'll think of cancelling a monthly fee every time they pay it.