The only indy MMO game I can imagine
by Nauris Krauze · in General Discussion · 10/12/2003 (11:13 pm) · 5 replies
Well, we've got every third or so post about groundshaking MMORPG ideas and every fourth or fifth help wanted ad is about the same.
Well, from my point of view, the only possible kind of indy "mmo" game would be the one which:
1) doesnt target hardcore gamers. because they are quite unforgivable and frankly, often doesnt know what the hell they want as well.
2) doesnt try to compete with Big Brothers.
3) practices liberal pricing policy.
The fitting option I can imagine, is strictly casual gamer oriented multiplayer environment which has nothing to do with damage calculations, powerleveling and exploit discussions -
it would be the game which consists only from mini action or puzzle games and "mmo" part would be mostly more like a 3D Gamespy with avatars, and only persistent character data would be that of players titles (King of Minesweeper, yay!)
Many splendid shareware releases, so called "small games" have multiplayer option, but I think (have no precise info about, have to admit) that casual gamers rarely crawl into those options in order to find opponents online.
Also, the content question could be solved if various small indy companies with ALREADY significant libraries of puzzle and action titles collaborated and incorporated them into one "mmo" system.
More, they already have steady player bases, many of whom have subsribed to newsletters and visit company's site frequently. Combined, its a huge initial player base.
One more argument in favour of such environment - people usually play such "small games" when they are bored or "feel like it".
If they were subscribed to such online game, they'd often log on just because of some social interaction.
In fact, I think that casual gamers would be much better audience for various social features than current MMORPG hardcore crowd.
In-game tournaments, dareing, playing on virtual posessions, betting or simply chating - I think it could be a crowd-pleaser.
And none of that Cursed Ring of Servilis (Strenght+1, Charm -4) stuff, thank you :)
Well, from my point of view, the only possible kind of indy "mmo" game would be the one which:
1) doesnt target hardcore gamers. because they are quite unforgivable and frankly, often doesnt know what the hell they want as well.
2) doesnt try to compete with Big Brothers.
3) practices liberal pricing policy.
The fitting option I can imagine, is strictly casual gamer oriented multiplayer environment which has nothing to do with damage calculations, powerleveling and exploit discussions -
it would be the game which consists only from mini action or puzzle games and "mmo" part would be mostly more like a 3D Gamespy with avatars, and only persistent character data would be that of players titles (King of Minesweeper, yay!)
Many splendid shareware releases, so called "small games" have multiplayer option, but I think (have no precise info about, have to admit) that casual gamers rarely crawl into those options in order to find opponents online.
Also, the content question could be solved if various small indy companies with ALREADY significant libraries of puzzle and action titles collaborated and incorporated them into one "mmo" system.
More, they already have steady player bases, many of whom have subsribed to newsletters and visit company's site frequently. Combined, its a huge initial player base.
One more argument in favour of such environment - people usually play such "small games" when they are bored or "feel like it".
If they were subscribed to such online game, they'd often log on just because of some social interaction.
In fact, I think that casual gamers would be much better audience for various social features than current MMORPG hardcore crowd.
In-game tournaments, dareing, playing on virtual posessions, betting or simply chating - I think it could be a crowd-pleaser.
And none of that Cursed Ring of Servilis (Strenght+1, Charm -4) stuff, thank you :)
About the author
Nauris Krauze is 2D designer/illustrator with 10 years experience in game development. Currently art director at 3Nstudio, working on games for social networks, occasionally doing some contract work. Portfolio: http://3nstudio.com/nauris/
#2
1) Mostly agree... hardcore gamers are not to be confused with hardcore fans.
2) Absolutely
3) Yup... in addition, I also think it's smart to have demo accounts. The system I am writing has this... Demo accounts expire after a week, the character dies permanently (is deleted) two weeks following this if they don't register an account. World Servers can be setup to allow demo characters or not, be passworded, and allow player limits in the database as well as active connections.
A key consideration is bandwidth... any number of players and unless you have a substantial pipe, you better be planning on a distributed server hierarchy. Which means fault tolerance up the yang... it also means holding the player's hand when they inevitably suffer lag/get disconnected.
The Big MMO games are basicially RUDE to players... They don't follow their own "play nice" policies... it's masochism on many player's parts for sure.
The amount of work is intense, it helps if you are a workaholic... and there are so many angles... but this is a very satisfying endeavor. I am very excited to show what I have been up to... it'll be a bit.
-J
10/12/2003 (11:35 pm)
Smart Stuff(tm)1) Mostly agree... hardcore gamers are not to be confused with hardcore fans.
2) Absolutely
3) Yup... in addition, I also think it's smart to have demo accounts. The system I am writing has this... Demo accounts expire after a week, the character dies permanently (is deleted) two weeks following this if they don't register an account. World Servers can be setup to allow demo characters or not, be passworded, and allow player limits in the database as well as active connections.
A key consideration is bandwidth... any number of players and unless you have a substantial pipe, you better be planning on a distributed server hierarchy. Which means fault tolerance up the yang... it also means holding the player's hand when they inevitably suffer lag/get disconnected.
The Big MMO games are basicially RUDE to players... They don't follow their own "play nice" policies... it's masochism on many player's parts for sure.
The amount of work is intense, it helps if you are a workaholic... and there are so many angles... but this is a very satisfying endeavor. I am very excited to show what I have been up to... it'll be a bit.
-J
#4
Player base - well thats why I think that to implement something like that succesfully, can only company(ies) with eastablished player bases and sufficient library of various titles.
@Joshua - MMO games become rude after they have became big:) I remember first Asherons Call beta - I can remember only good things:) (then again, maybe its because AC was my first(and last) MMORPG, so its kinda childhoods memories:).
What exactly are you brewing, Josh? I've been taking a quick glances time to time, but never enough to understand the essence - is it like semi-open source MUD or am completely off the track? :D
@Dylan: heh, never had heard of them. Didnt try out, but the game seems lacking focus (judging only from descriptions on site, maybe i got them wrong) - its hard to understand what the hell is it at all :)
10/13/2003 (8:53 am)
@Edward - yeah, basically a 3D chat with some enchanced social interaction. The simplier it is, the less trouble for casuals.Player base - well thats why I think that to implement something like that succesfully, can only company(ies) with eastablished player bases and sufficient library of various titles.
@Joshua - MMO games become rude after they have became big:) I remember first Asherons Call beta - I can remember only good things:) (then again, maybe its because AC was my first(and last) MMORPG, so its kinda childhoods memories:).
What exactly are you brewing, Josh? I've been taking a quick glances time to time, but never enough to understand the essence - is it like semi-open source MUD or am completely off the track? :D
@Dylan: heh, never had heard of them. Didnt try out, but the game seems lacking focus (judging only from descriptions on site, maybe i got them wrong) - its hard to understand what the hell is it at all :)
#5
I am now working on my (new) game company Prairie Games. The launch title is indeed a 3d MUD. My .plans have some more information. Other than those, the proof will definately be in the pudding. :)
-J
10/13/2003 (9:03 am)
Well, there has been some OpenSource work, yes... there will be more OpenSource stuff, eventually... I am now working on my (new) game company Prairie Games. The launch title is indeed a 3d MUD. My .plans have some more information. Other than those, the proof will definately be in the pudding. :)
-J
Torque Owner Edward Smith
Silencersoft
Sounds like a pretty good idea. but t be MMO wouldn't it need Massive amounts of players playing a game at once?