The Frontier of the MMO Genre 92
Eurogamer is running a feature about what they call "frontier" MMOs, games that are on the fringe of a market flooded with attempts to replicate the success of Everquest and World of Warcraft. Many publishers already have more MMO projects than they know what to do with, and often leave the more unusual and unique games out in the cold, preferring to stick with familiar IP or a tried-and-true approach. "Like any gold-rush, the MMO market also attracts a different kind of adventurer: the fearless, inexperienced, determined and solitary dreamer, making a go of it on nothing but their own resources and pluck. The online distribution and direct revenue streams — be they subscriptions or micro-transactions — make it theoretically possible to make a mint in MMOs without any help from the gaming establishment at all." They take a brief look at several such games currently in development, including Earthrise, Gatheryn, and Global Agenda.
Re:Time sink (Score:5, Informative)
I haven't played it myself, but from all accounts it appears to be a success.
Re:2000lb gorilla (Score:3, Informative)
Get involved with VC's and you're already screwed. Either you fail and they sue you, or you succeed and find they were the backers behind behind the law firm the assured you that the VC's contract was fair and legit, get turfed out on your ear and sued if you ever open your mouth about it or attempt to make a career in any related field again..
Re:The key part of MMOs is the "MM" part. (Score:3, Informative)
Expected population should be addressed in the design of game areas. When you have a small userbase, you can provide lots of space for adventuring, but you need to concentrate players for socialization and trade. UO failed to realize this as it added new continents in every other expansion even while the player count was dwindling. WoW knew what it was doing when it kept auction houses out of the expansion continents.