I think the important word is sufficient. When companies see they can make even more money with cash-shops, they will move to that. Even if subscription-only model hoarded in cash ( with a profit ).
If it is the case that MMOs now operate with a higher profit margin than they have historically, why are there not like 20 new MMOs in development all eager to get a slice of that pie? The current lack MMOs in development would seem to present a huge market opportunity that intelligent companies should be exploiting.
And unlike most of the market opportunities I say I see in this market, it's not something risky that's never been done before. If they are operating at a higher profit margin, presumably you should be able to break into the market with another WoW-clone and still do fine.
If a small time independent developer created an MMO on anemic budget, what would it take to make you interested in playing it? Being small time, there would be the usual limitations that you'd expect like mediorcre graphics and royalty free third party artwork and audio and no tech support and limited documentation.
you are tossing excuses around like i'm feeble and weak I will certainly fail so please give me a chance
you want anyone to give something a chance? be good on it, that is all, everything else is excuse for failures
It needs to be challenging. Most MMO's are made for trained monkeys. If it is possible to create a bot for a game, then it isn't a game. Quests should not have arrows pointing you in the right direction (or worse, a button you click to walk your character to the quest). Quests should be impossible to complete without reading the quest text. You should feel like you really accomplished something when you complete a quest. Quests should not be some mindless chain to level up.
Let's get rid of levels completely. Why do we need them? Why don't we progress in other ways that don't affect our base stats. We can progress through the game by learning new spells and abilities, acquiring better gear, and most importantly by progressing through the storyline and making a place for ourselves in the world.
Most MMO's cater to the masses and are far too easy. You should NOT be able to play an MMO for 100 hours before your first death. Death should be common (or at least some kind of soft death system). In fact, I would prefer it if the first mob you faced defeated you easily. This would challenge you to play better.
Also, if I were an indie dev (I actually am), I would focus on a multiplayer persistent world game rather than focusing on massive in regards to the number of players who can interact with each other at the same time. If there is anything WoW taught me, it was that a group of 5 or 10 players is MUCH more fun than a group of 25 or 40.
There are way too many single player MMO's. If I were building a multiplayer persistent world game (I am), I would focus on multiplayer. Not every mob you run into should be able to be killed by a single player. Many challenges should require you to group up with other players to complete a common goal. The game system should encourage people to play together. The most memorable moments I have had in MMO's have always been about interactions with other players. This is why we like multiplayer games.
The combat should be real-time strategic action that can bring together FPS type gamers and strategy type gamers like myself. Tab target cooldown based combat is dead. We need something new. Something fresh. How about adding collision between players and no concept of friend or foe. This will require groups to work on strategic formations and placement to take down mobs. Think how much combat would be transformed if only 3 or 4 melee fighters can reach a mob. Then think about how those melee fighters would be blocking all the ranged DPS from attacking that mob.
And if we really want to shake up the MMO genre, how about we remove the UI completely. Increase immersion in the world by having the game take up the entire screen with no UI to cover it up. Instead, have all of the feedback that would normally come through the ui, exist directly in the world.
Answers
And unlike most of the market opportunities I say I see in this market, it's not something risky that's never been done before. If they are operating at a higher profit margin, presumably you should be able to break into the market with another WoW-clone and still do fine.
Whether it’s indie or corporate does not matter.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
you want anyone to give something a chance? be good on it, that is all, everything else is excuse for failures
Let's get rid of levels completely. Why do we need them? Why don't we progress in other ways that don't affect our base stats. We can progress through the game by learning new spells and abilities, acquiring better gear, and most importantly by progressing through the storyline and making a place for ourselves in the world.
Most MMO's cater to the masses and are far too easy. You should NOT be able to play an MMO for 100 hours before your first death. Death should be common (or at least some kind of soft death system). In fact, I would prefer it if the first mob you faced defeated you easily. This would challenge you to play better.
Also, if I were an indie dev (I actually am), I would focus on a multiplayer persistent world game rather than focusing on massive in regards to the number of players who can interact with each other at the same time. If there is anything WoW taught me, it was that a group of 5 or 10 players is MUCH more fun than a group of 25 or 40.
There are way too many single player MMO's. If I were building a multiplayer persistent world game (I am), I would focus on multiplayer. Not every mob you run into should be able to be killed by a single player. Many challenges should require you to group up with other players to complete a common goal. The game system should encourage people to play together. The most memorable moments I have had in MMO's have always been about interactions with other players. This is why we like multiplayer games.
The combat should be real-time strategic action that can bring together FPS type gamers and strategy type gamers like myself. Tab target cooldown based combat is dead. We need something new. Something fresh. How about adding collision between players and no concept of friend or foe. This will require groups to work on strategic formations and placement to take down mobs. Think how much combat would be transformed if only 3 or 4 melee fighters can reach a mob. Then think about how those melee fighters would be blocking all the ranged DPS from attacking that mob.
And if we really want to shake up the MMO genre, how about we remove the UI completely. Increase immersion in the world by having the game take up the entire screen with no UI to cover it up. Instead, have all of the feedback that would normally come through the ui, exist directly in the world.
What do you think?