MMORPG Tycoon

Why Many VCs Will Lose Money

Type:
Free Download
Developer:
Trevor Powell

Subscription based MMOs... it's a genre that reminds me of my retarded cousin Jamie, or Falstaff; forlorn, comically maligned, blunt in its triumphs and sloppy in its failures. After WoW hit a milestone and started making headway in China, a flood of venture capital went to start-up studios making WoW-esque subscription based MMOs - this is actually a pretty standard pattern for venture investment, but what's significant is that all of these investments demand 3 to 4 years of lead-time and tens of millions of dollars to get to a revenue event. Meanwhile the market trended toward free-to-play, gameplay patterns started warping out of the level-n-grind mode, and global consumer confidence hit the peak of a 25-year boom. A comedy of errors if there ever was one.

MMORPG Tycoon is an interesting experiment in meta-game design, created in just over a month for TIGS' procedural gameplay contest. On hearing this concept, you're probably thinking a lot more grandiously than what's actually delivered, but that's ok. You'll find yourself boxed into the RPG model, adjusting monster and class numbers, setting up zone distributions for a smooth leveling curve - you won't be doing any bold economic or social experiments with your virtual MMO (so meta). What you will be doing is getting an interesting insight into the 'script MMO business, and if you have any experience working in an MMO studio or have friends who have, then you'll get a good chuckle as well.

The game involves setting zones with level ranges, trying to keep them distributed so your servers don't overload ("due to the coding practices of ShadiSoft"), making sure there are enough towns and respawn points, and trying to keep monster and class stats on keel. Your primary metric for success is your forum buzz, you want more positive posts than negative, and the main factor for this is how hard or easy the game is. Here's where the punchline starts getting set-up: no matter how well you do a portion of players will complain the game is too easy, and a portion will complain the game is too hard. However, as long as you've got some content in, and you've got a half-competent balance, people will play, get addicted, and you'll grow, even though your churn rate might only be slightly lower than your growth rate. And you'll make money. You only have to get the basics down and then just let the game run. The implication is that you don't need a good game, you just need an addictive game. It smacks you in the face with a procedural resonance, the derivative names of the rival MMOs are just icing on the cake.

In addition to being a clever commentary and fairly interesting experiment in procedural content, the game also features a really slick vector-graphics engine. I don't know if Trevor Powell has experience working in MMOs, polishing derivative content just enough to let the McDonald's-esque cognitive process do its work, but I sure hope he keeps doing innovative stuff with procedurally arrayed vector patterns. I'd also like to officially christen a new genre of games that lampoon shady design and business patterns in the game industry, with Petri Puhlo's game being the original. Or is there some obscure game from the 80s that I don't know about?


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File 13

Well, there's Tom Wham's File 13, a boardgame in which competing game designers try to get designs through TSR's lunatic and semi-competent game development and publishing process. The player whose published titles sell more than those of the other players wins. "File 13" is, of course, slang for the trash, which is where most designs end up in the game.


Cute, though it suffers from

Cute, though it suffers from some of the same drawbacks (balance, arbitrary limits) that it's making fun of -- there seems to be a cap of 10,000 on subscribers, and I managed to get into a state where despite a slightly negative forum buzz, I was earning a river of money.

I also couldn't figure out whether there's anything to gain by adding more employees to your payroll. Anyone find a use for this?

--
Emily Short


About MMORPG Tycoon

Hi...
I have installed this game.I have played this one.It is so interesting and awesome.Thanks for providing such a wonderfull one.
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jamespeter