How do you keep MMO's alive?

http://forum.greenheartgames.com/t/most-money-ever-got/5792/7

Answered your question in Most Money Ever Got :smiley: It looks more clean on the actual topic so click here to see it better.

Does not really answers my question, because i am already using the same method, only using own convention.
Sales just can’t keep up with maintance. No matter how well the Expansion are hyped.

This is odd… make a new save of your game and then make a new MMO. Only expand it when you make a new game engine. See if it holds up. Usually for me G3 helps alot.

I can’t make any new engines, it’s already maxed on the 3Dv7 and all features. I can only add features, but improving game score isnt the problem.

Hmm… can you give me your approximate game date and fanbase?

Started the MMO year 31 and had 4M fans at that time.

I think it’s your fanbase. I have around 50 million fans. Maybe make a MMO when you have 30 million fans, or do you have that amount right now?

Not yet but i’ll try again, with more fans. Thanks

Your welcome :smiley:

You could always get a Special Event to hype up your MMO

You have to make sure that your MMO when it launches is a minimum of a 9+ game, as this provides you with an 18months buffer before it becomes unprofitable.

What you also want to do is not release it with “Max Technology” so you actually can expand on the original concept.
In-fact generally what is best is to release it with Graphics V5 as a Large Project, almost nothing else.

Then simply add a feature each time, once you max the features for Large; then go to Graphics V6 for the next one.
Also I’d highly recommend License Engines and starting off with the SDK included … might sound stupid but it only costs to add it to the game itself not use it, so as the units sold increases the larger income you get from the SDK “sales” (it’s weird like that)

Now when you release you unlock Expansions, this is Sequel (which downgrades scores if you make it within 3 years of the original) so you can simply crank these babies out as quickly as you can. Each time they will add at least 6 months of life, usually covering their cost.

Once you release your first expansion you will unlock “Reactive Quests”, which will increase popularity regardless of the score… between in project, send you guys on holiday, train them twice (game dev gems) then knock out another.

Each time you do it you should average 7+ even if you didn’t change anything, still you want higher just play with the sliders a bit each time adding focus a bit more elsewhere. Silly, shouldn’t work, but can have the affect of just renewing interest for another 18months if it’s 9+ again.

The problem literally stems from the fact that you need to get a better score each time for a 6+, needs to be 15% better score wise to be 8+ … so you know just keep training, just keep releasing, just keep slightly tweaking the sliders. I will tell you this, doing a Multi-Genre MMO is often going to cause issues… so focus on one thing…

I don’t think using Graphics V5 in a Large game for a MMO is the best option to choose. I made a AAA, graphics V6, MMO game and that’s the only MMO which scored a perfect 10 on my side. :wink:

Dont forget that the version of Game Dev Tycoon will effect MMO’s. 1.3.12 + included balancing for MMOs. Anyone using earlier versions will have much larger profits.

Hahaha, That’s why i wasn’t able to reproduce my insane amounts of cash. Been using 1.3.13 since it was released.

Any other changes coming for the MMO’s?

That depends on feedback. In general we feel they are much more balanced now.

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MMO’s are fun too make, but i always feel rushed to make expansions.
And there should be a cap on units able to be sold. Something with scaling of the review score and platform it was released on.
I will think about a proper way for implenting and make a new post :wink:

I still have v1.3.2 (haven’t bothered updating yet, lol) and I’ve sold 438,891,948,800,000,000 units for my MMO… I see why you wanted to balance it!

You are not by any chance playing a pirate version of the game right :octocat:?

Since there is a pirated spoof version going around, i was curious about that game version and all i came across with were the nornal 1.3.2 versions.

OT.
All though i like the fact that MMO’s from 1.3.12 and up are unable to produce insane sales and money, i would like them to have some more changes.

It shouldn’t be a perfect 10, if it is then you might as well take it down after the initial 18months as it won’t make any money as the expansion packs will only be alright and you will bleed fans.

You need to upgrade them slowly to maintain the popularity while keeping costs down, in the final year you want it up; then go all out. Make it a AAA with everything, will net you insane amounts of money, then just drop it before the maintenance costs rise too much.

Right now there isn’t really much in the way of a downside of simply dropping them.
Something I would love to see expanded upon with them is for them to be “Subscription based” instead of Sales based with a slider (like with Hardware/R&D) for Server Costs.

I feel that an MMO should be one of those end-game things that require more dedication and focus to maintain, right now it is possible to leave them (unless they’re too big) in a slightly unprofitable state then make back all your money with a title in-between followed by an expansion.

Also wouldn’t mind if the “sales” view showed the previous 3 months only, as it’s difficult to see what is going on when it hit 6+ months. Same with the normal games to be honest, I mean their sales graph could be added to the Game History if you want to see detailed over time sales; with the one in the top-right providing only 1-3months of information so you can more clearly see what is going on. :smile:

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I agree, Leyvin, that it’d be nice to make Subscription based as well as Pay to play. Set a slider for server costs, such that the more you pay as the company, the less the subscription fee would be, thereby selling more units. Obviously, that means you can decrease the amount you pay, which raises the fee (and makes more money), but you’ll sell less units overall. Somewhere in that mess, it changes the number of fans gained and randomly generates news reports when you change sliders.