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I'd like to have sub-genres, too. Mixing stuff would make the game even greater fun. And I agree on the costs of MMOs. I turned mine off when the maintaining costs reached about 4 million a month which I thought was ridiculous. Also, the game didn't sell very well so I decided to take it down.
well, maybe other game developers made games for the console you build, or something.
First all the fanboys bought it just because "it is the new console from [Company Name]!" Then when no game was released it became a collector object because of this anomaly, and more people wanted to have it to show off their "console without games".
Back in 2013, MMOs were broken in a way that allowed you to get way too much money and fans if you abused it, so the developers decided to nerf MMOs so badly, that it's literally IMPOSSIBLE to make them profitable long-term.
Here's my experience on the newest version of the game, 1.6.13 or something like that.
I had 500mil saved up around year 20, with a very advanced custom console released. Up to this point, i kept releasing games that were all around 9.5-10 review scores, that's how I got that much money by year 20.
At that time, I made a "Large" MMO that got 9.75 review scores. Before you ask "why didn't you make it AAA" - because if I did, every expansion pack would take a year to release, and that's way too long and just makes the MMO lose money even faster than it does when it's released as a Large game.
I hit all the sweet points, like genre/topic, genre/audience, console/topic, console/audience were all the best possible combos. I released the MMO on 3 of the best consoles, including my custom console that had over 20% market share at that point. The MMO was marketed super well, with 800 hype. I kept releasing expansion packs that were also perfect (9.5-10.25 review scores) every 40-45 weeks. You get a penalty if you release an expansion earlier than 40 weeks after the previous one, so you have to wait.
Despite my perfect gameplay, after 5 years I only had 300mil in the bank from the initial 500mil I had before starting the MMO. I just kept losing money faster and faster. I kept it going for another couple years, and I found myself bancrupt. This is just stupid game design, and just shows how INCOMPETENT the game developers were when creating the MMO feature.
The MMO didn't even bring me that many fans. I only got a little over 1.5 million fans during almost 10 years when the MMO was out on the market, just before I bancrupted. If I kept releasing just normal games instead of keeping this MMO, I would have gotten about 2 million fans (not even kidding, test it out for yourself) and had a couple billion dollars saved up in the bank.
Making the MMO a "Medium" game instead of "Large" won't make any difference either, because you can't release expansion packs sooner than 40 weeks after the previous one, otherwise your review scores will be much lower, which will make the expansion pack sell very poorly, which means you'll be losing even more money on the MMO.
When I made the same complaints about MMOs on Greenheart forums, this is what I got as response from one of the developers of the game:
>"There are plenty of real life examples of MMOs closing down because the player base is >shrinking. If maintenance costs would be linearly tied to players and decrease with the
>players, why do they all close?
>I fully admit the MMO mechanic isn’t’ as fleshed out as it could be but what we wanted is to >make MMO’s late game achievements. Fact is that creating a MMO is a huge gamble and
>most real life MMOs fail miserably. We wanted to reflect this risk/reward."
So yeah. In their minds, it's fine for maintenance costs to increase linearly despite playerbase shrinking. They fail to understand that less players = less need for expensive servers. At the very least, if the playerbase isn't growing anymore, the maintenance costs should stop growing at some point. It makes literally no sense for maintenance costs to keep rising infinitely, regardless of how many servers are needed to be kept alive.
Their second point "MMO is a big gamble, we wanted to reflect this risk/reward" also makes no sense, since you're always destined to lose with MMO. Such a thing as "risk/reward" doesn't exist, when the risk is 100% failure even with the perfect conditions. This, again, just shows they didn't even test their game properly. If they did, they'd soon realize that MMOs are broken beyond ever being profitable for the player.