![]() Some lessons were learned, but multiplayer became a thing again in the 2000s, with more companies adding online elements to their games. So napkin math didn’t work, leading to projects shutting down or even failing to launch. However, MMOs were always really expensive to develop, and games trying to catch up with market leaders ended up with 2,000 active players or less. And they are paying $15 a month, so that’s $300k a month we have to work with to support this game.” If we can get just 10% of that, then we will have 20k people playing our game every month. “Ultima Online has 150k-300k active players. In the 1990s, according to Darrah, it worked like this: Last month, Darrah posted a video on his YouTube channel to discuss what he called a “live service trap.” He recalled how developers and publishers have tried to jump on the MMO hype train ever since the era of Ultima Online and EverQuest.īy doing some napkin math, companies made false assumptions that led them to believe that they could succeed in the emerging market.
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