Game Development Community

Persistant World idea

by Kevin McLaughlin · in Game Design and Creative Issues · 10/18/2003 (7:21 am) · 6 replies

No, not an MMO, not really anyway. While I think MMOs are great, and I'd like to GET there, it's still a bit out of my skill range.

However, I've been tinkering with a few more limited ideas for possible online, multiplayer games that are within reach, and how to make it practical.

Scale. This is the largest block to indy "MMO" development. People want to make the next EQ, or UO. But - what if you instead attacked gaming from a model of trying to get 1000 players to pay you $1-2 a month? A 1000 person game would have only 100-200 people playing at a time, which a good SDSL line could probably handle, and would gross around $24,000 a year. OK, that's not huge, but it's a start. ;)

Right now I have two focused ideas percolating in my brain, that I thought I'd toss out to the community for discussion of the pros and cons/feedback on viability.

1) Small scale persistant world game, based around Torque. In essense, a graphical MUD using Torque as the driver and the Torque scripting for the "MUDlib". Charge per month, to a very limited level; keep it simple, cheap, and very community oriented (like the old text MUDs).

2) Actual text-based game (getting away from Torque now, but thought I'd mention it anyway), a true MUD designed specifically for the about-to-blossom (I think) online PDA/cell phone game market. ;) Yeah - write a MUD (any older folks remember those things from the 80s and 90s in college? addictive as heck!) that plays via the PDA/cellphone mobile interface. I'm still trying to figure out a good GUI for a cell phone, but I think the idea has promise. Betting a lot of cell companies would be HAPPY to package an addictive online game with their cell phones, when most are still charging for use over a certain set number of minutes.... ;)

Thoughts on these?

#1
10/19/2003 (11:56 am)
Those are both fine ideas and much more feasible for indy developers than the MMORPGs people keep talking about.

That said, I don't think I have any useful information to offer you.
#2
10/19/2003 (12:16 pm)
While many cell phone companies may be "happy" to package an addictive online game- a MUD is not the answer. I work with many cellphone companies, both here in the US and abroad, and they need glitz- something glamorous. If you saw what we have running on a cellphone, you would shit yourself (I'm under NDA). They definately don't care about text-based MUDs.
#3
10/19/2003 (12:18 pm)
The pricing is right for the Persistent World Game though. Just remember that maintaing a server is not cheap, and players will not naturally flock to your game by the truckloads. Marketing costs a hell of alot too.
#4
10/19/2003 (4:24 pm)
I had mused about MUD-like games on cell phones in an e-mail conversation with Richard Bartle, "the guy who invented MUDs." He was extremely pessimistic about various aspects of it--aspects that haven't changed since our discussion.

As for MMORPGs, I'm given to think that small servers are the way to go. A Tale in the Desert got 2500 players within a month of launch, with zero advertising.

Their BabelScript language may well be the killer app for people wanting to create their own MMORPG, if they ever license it.

Dark Ages from Nexon has puttered along for years quite happily with the same-sized player base.

Anyways, yes. 1500 or so players is enough to provide a modest income, enough to recoup modest development costs...and not so hard to achieve, because it guarantees that the sandbox is not so crowded, and the devs (should they bother to be) are accessible to the common player.

I hope this post made sense. To recap:
1. 1500-2500 players is the "sweet spot" for a small massively multiplayer roleplaying game (SMMORPG?).
2. Just don't try developing anything of the sort for mobile devices. Yet.
#5
10/19/2003 (4:54 pm)
I actually went and reviewed the local phone capabilities (virtually none) and the amount of online phone/pda use locally (zip). So, unfortunately, the idea is sorta on hold, since "local" would be WAY easier than trying to break in on a much wider level. Interesting hints on that other bit though, sounds like the systems are capable (or about to be capable?) of much more than I had thought; more research needed. ;)

I agree with the small PW thoughts above, and I think this sort of thing is ideal for indies. We don't HAVE the bucks the big companies do, and we likely cannot get them (or we'd be using the latest tech from Unreal or something instead of a $100 Torque license! ;)). The thing small companies can do to compete: focus on niche markets, provide outstanding customer service, be bold/daring/innovative, and precision tailoring of the services offered to the customers. Don't over-reach - instead, focus on completeable projects that provide more "bang" per "buck"!
#6
10/19/2003 (7:15 pm)
Trouble with small payments is the transaction charges. If you think you could manage on $1-2 a month then you'd have to charge a least once a quarter / bi-annually. Still an absolute bargain. Of course it's still a lot more than your main competitors for people that are price driven... free.

However pricing policy is a strange beast. Very few people would really care about the difference between $6 and $12 bi-annually. Then $12's is on the 'too cheap' end of the spectrum so people distrust it. Knock it up to $15 and you have all the other games to compete with :)

Cell phones are pretty much limited to 'quick hit' kind of gaming, not something MUD's were particularly famous for, having myself been kicked out of a computer lab in the early mornings all too often ;). And the text interface on mobiles / PDA's aren't exactly very good. If you wanted a community type game, something like Planetarion / MageWar or LaserSquadNemesis may be a better style. Oddly the "Rock Paper Scissors" style fighting games seem to do quite well in places like Japan.

I do think your 1) is a very good option though. There was a crystal space version of this approach a while back and that was very popular (something stupid like 200,000+ downloads or something). I think it was called Planeshift. And the version I saw was barely worthy of pre-alpha, but they were very clear about its state even prior to download. But with this type of game it's all about the community, and you can never start too early!