
Huh. Here's a thought: More than half a decade after its release, Jumpgate manages to persist and pay Istvan's salary even though its peak concurrency on a GOOD day is 40 people (which is a shame it's a good game, play it if you haven't)... That means that the project can continue indefinitely, provided Istvan's salary needs never change, right?
Isn't JG proof that there's a market for iMMOGs? (Indy MMOGs?) I mean, assuming that you're making a game people actually want to play, what it takes to be successful depends entirely on what you pour into it - on your projected scope. If you're game isn't trying to be EQ2 or Wow - technologically - you can still be EQ2 or WoW creatively, by trading technology and scope for depth of play and all on a very small budget... The Bang Howdy guys are successful because of this principle, right?
All the talk of micropayments, etc... Those all mask the fact that what's really going on is that small teams are making money making smaller scale multiplayer community games. There is a market for games that cater to smaller communities than the 6 million member Nation of Wow.
These games are neither full-scale MMOs nor are they multiplayer in the old school sense. Instead, they are somewhere in the middle... like the Test Drive Unlimited on Xbox 360 - which is another great example of a successful exploitation of a smaller scale MMO project.
What I'm getting at here, in case it's not clear from my rambling, is that this niche - these "mid-scale" MMOs could be a great way for independent development teams to enter the MMO market. If you properly scope your game to a smaller community and manage the content accordingly, you don't need hundreds of people on your team and dozens of millions of dollars. You can do it more cheaply. Of course, convincing a publisher that's the case is an entirely different beast.
It would be easier if you could prove yourself to them first, which brings up the question that's irritating me, this morning:
So where is the open source community to provide these guys with free tools?
I mean, that's the point of Linux and all that shit, right - to stick it to the man and let the little guys make something just as useful, if not as slick?
Why is there no OSS MMO server engine? Or an OSS Renderware equivalent?
Why is it cool and awesome for an OSS crew to build a word processor they can use instead of MSWord, but not appealing to the same people to build an OSS game engine to rival Unreal 3? Or is it? Am I just ignorant of the scene?
That's possible, I suppose, but wouldn't you hear about more indy teams using an OSS game engine if one as good as UR3 actually existed?
Anyway, done rambling. Enjoy the rest of your day.
- Snipehunter
Comments
They don't need high-end graphics either
This is demonstrated all over the place in fact.
Take for example Runescape or Daimonin in addition to the aformentioned Three Rings.
These all have large userbases (with the exception of Daimonin) and pretty low-tech implementation. Javascript clients and low specs for end user machines.
Daimonin offers their userbase the opportunity to fork or co-develop their little world in an almost open-source sort of way, but reminded me more of the 'Wizard' status afforded to top players in the MUD days.
Micropayments seem like a very viable way to run a multiplayer world. Especially when coupled with the 'play for free and micropay for status and privilege' model that Runescape uses and Three Rings has refined.
I'm interested to see how the Xbox Live and PS3 online systems develop along the lines of this paradigm.
Aye. I agree on the micro
Aye. I agree on the micro payments being a good way to cover costs of development for a small scale project. For example creating a Civ mmo game that is entirely free to play beyond the initial disk purchase. Just require actual money transactions for new types of units beyond the basic set.
I have always felt that a persistent, changing world is a great feature for a MMO to bring in to a game. Actually seeing that your actions go beyond the xp numbers over your head bring allot to the game. I feel that is one reason why some of these smaller MMO's survive and are starting to grow, if slowly.
This is starting to become more common, and that makes me happy. Cromehounds has it, and the TDU explained above.
The only problem I see nowadays is that many of the people who I keep in contact with, especially the hardcore MMO players, have less and less time to play. So what do they play: the no name MMO from a small team or the big budget one everyone else is playing?
In reality I think that there is a possibility that an open source MMO engine is more likely now than ever. With the pretty much requirement now to have some experience making some sort of game to get a job in the industry, and schools popping up next to every drugstore people have to single themselves out somehow. Making a game or mod is recommended always as one of the best ways to get a foot in the door. Let's just hope they decide to create a MMO engine instead of another CS mod.
"Watch out for falling coconuts!"
Hahah the Three Rings guys know what I'm talking about...
It would appear that the guys from Three Rings are a step ahead of me. It's Java and I'm sure it's nowhere near as robust as say UR3, but if you code in java, check out Game Gardens - Three Ring's open source multiplayer game toolkit.
- Snipehunter