zoombapup
10-02-2003, 11:59 AM
Ok, so I'm trying to get it clear in my head how I expect to make some money of my game.
Its a fairly hardcore space dogfighting game, in 3d, with all the usual bells and whistles.
Now I'm happy to do a singleplayer and multiplayer version, but my main focus is always going to be on multiplayer, because thats what interests me the most.
But Ive a feeling that trying to make a commercial success out of online games is very hard.
Are there any models people can suggest that would help people pay for the game?
I'm currently thinking along the lines of a subscription type deal, where a single payment allows the player to use a central server and forum system and play the game for X amount of time.
Ok, so there are a few questions that go along with that:
1) How do you attract a big enough base of players that it becomes viable to run the game
2) How do you pay for bandwidth costs while getting to the break even point of playerbase etc?
3) Assuming you get enough players, is a subscription service even the best method of payment?
Ive been thinking that having a "freeplay" account, where the user is idenfified as a "freeplay" player, cant customize ships, cant mod the game, and can only play for 10 minutes a day would perhaps be the best "demo" for the game. Any thoughts?
.Z.
Its a fairly hardcore space dogfighting game, in 3d, with all the usual bells and whistles.
Now I'm happy to do a singleplayer and multiplayer version, but my main focus is always going to be on multiplayer, because thats what interests me the most.
But Ive a feeling that trying to make a commercial success out of online games is very hard.
Are there any models people can suggest that would help people pay for the game?
I'm currently thinking along the lines of a subscription type deal, where a single payment allows the player to use a central server and forum system and play the game for X amount of time.
Ok, so there are a few questions that go along with that:
1) How do you attract a big enough base of players that it becomes viable to run the game
2) How do you pay for bandwidth costs while getting to the break even point of playerbase etc?
3) Assuming you get enough players, is a subscription service even the best method of payment?
Ive been thinking that having a "freeplay" account, where the user is idenfified as a "freeplay" player, cant customize ships, cant mod the game, and can only play for 10 minutes a day would perhaps be the best "demo" for the game. Any thoughts?
.Z.