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pro tip for indie devs: Don't make a multiplayer only game unless it's 2 player coop or smth like that
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@nemesis @arcana just see so many decent indie games die because you need critical mass for many multiplayer only games to be fun which is hard to get
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@snacks @arcana yeah that true but multiplayer is much more profitable and much more able to utilize user generated content
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@nemesis @arcana if you're willing to take the extra risk i'm not stopping you, but even big ass studios with marketing budgets have to just give up because even they struggle to hit the player numbers to make multiplayer games work shockingly often. Granted in those cases it's usually because the game isn't good and tries to enter a basically saturated market (mmos or hero shooters)
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@nemesis @snacks Tbf if a game is dying because it relied on multiplayer, I don't think it would have been very successful as a single player
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@snacks @nemesis Interestingly, there's MMOs that can pull it off because they don't actually rely on a critical mass of players.

Like RuneScape can be played fully single player and in fact they even have several modes to do so, including a co op option.

There's the quests, PvE, etc. which make it viable to play solo. It however gains because it's got everything needed to effectively be a single player RPG with the added "hey, I'm going to ask my friends to play with me"

Also a low barrier to entry, no initial buy in or even download helped a huge amount.
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@arcana @nemesis with a single player game you can just get a trickle of players, they leave good reviews, reccomend it to friends and that can lead to a bit of a snowball at least
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@snacks @nemesis Also, there have been interesting examples of other multiplayer indie games (which exclusively relied on critical mass) that have been successful such as a lot of historical FPS games like Verdun and Post Scriptum
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@snacks @nemesis Data doesn't actually support this from what I've read, almost all single player games seem to get about 90% of their sales in the first week to month
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@arcana @snacks yeah

I remember looking at indie game marketing presentations at gdc pretty thoroughly and you can predict how much an indie game will make from what it makes in the first week pretty well, especially if it has a fixed amount of content.
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@arcana @nemesis i mostly made the post because i saw splitgate is trying to pretend to be a new game and get the critical mass going again funny enough
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@arcana @snacks the main things that can have slow growth long tails are "forever games" that end up getting lots of streamers and the like later, but those are almost all multiplayer anyways
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@nemesis @snacks Yep, and so much of that is in itself heavily correlated to things like wishlists on Steam.

Interestingly, one of the few games that did actually seem to get that snowball effect was RuneScape which took years to reach it's peak but kept growing year on year up until about 2008 and the removal of free trade
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@snacks @nemesis Oh it definitely can be a death sentence. I used to play the game Chivalry which was multiplayer and had a lot of players. The company that made it came out with a new game years later called Mirage which was basically a Middle Eastern variation with a bit of magic added in and it was basically just dead on arrival and never had any players.
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@arcana @snacks I think the example used in the video of a game with long tail success was One Hour One Life which is also a massively multiplayer game
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@arcana @nemesis also kinda sad that i basically couldn't play strike vector anymore just a few months after buying it ;_;
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@nemesis @snacks I think FFXIV actually grew over time too. It had a really bad launch and they later reworked it heavily and then it just kept growing as they released more expansion packs.

I think MMOs are actually one of the few games that can snowball
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@arcana @snacks games that are match-based have an intrinsic problem where if the player count is low you basically just cant play the game at all cirno_sip
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@arcana @nemesis ffxiv 1.0 and 2.0 are just completely different games under the same name
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@nemesis @snacks Yes, I think those are probably the biggest at risk. Lots of the failures I've heard about where them.

Mirage: Arcane Warfare (despite the company already having a popular game of Chivalry: Medieval Warfare), there was a War of the Roses type game that flopped because of it too.
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@arcana @snacks I do think you need to have single player gameplay be viable for the game to grow basically. if its pure multiplayer thats hard
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@nemesis @arcana that's what i meant in the op. Said "multiplayer only" for a reason
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@nemesis @snacks Yes I think so.

I think games like Verdun did well simply because there were no other WWI based games at the time and it was back in the early 2010s so they had a bit of critical mass with Steam Greenlight.

Single player but being able to invite friends seems like a winning strategy if executed well.
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@snacks @nemesis How do you define that, would you consider RuneScape "multiplayer only"?
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@arcana @snacks these werent all dead on arrival, ace combat infinity was pretty successful afaik
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@arcana @snacks heck overwatch is on that list lol and that was massive
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@nemesis @snacks I think that's because they discontinued it. I don't think it's actually possible to play Overwatch 1 any more. Though maybe changing to Overwatch 2 killed the entire game.

Even huge companies have flops with these kinds of game I think: https://en.wikipedia.org/wiki/Concord_(video_game)

I feel like Hero Shooters are a big part of the issue. You're basically doing a lot of work in developing the lore, distinct characters, balancing across everybody, and then it can just flop hard.
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@arcana @nemesis never played runescape, but every game with a decent amount of single player content is prob fine.
Was thinking about it for a while and if i made a game with mp focus i'd try to do it in a similar fashion to modern monster hunter where you can invite people to join, having fights/dungeons balanced around that possibilty and then add some optional content that's intended to be mp only
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@arcana @snacks they shut it down because of overwatch 2 yeah

I just meant that they shut down games for reasons other than unprofitability. overwatch was shut down because they didnt want to split the playerbase. not sure about ace combat infinity but I think that was due to platform support (it was ps3 dependent)
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@arcana @nemesis the borderlands studio also tried a hero shooter that died really fast
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@snacks @nemesis Most popular shooter remains the one where you all basically play as the same guy with the same selection of weapons and there's no abilities you just shoot each other.

Games like Counterstrike have multitudes more tactical depth and a far higher skill reward than Hero shooters imo for a fraction of the price.

A lot of modern games feel like they're made by people who basically want to make a movie or write a novel.

I think this is actually a way in which the whole "video games are art" thing has damaged a lot of games.
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@arcana @nemesis @snacks I am getting close to launching a Twitch competitor and I learned a lot from this toward making a rich MUD for my next project that I'm already thinking about
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@arcana @snacks

> A lot of modern games feel like they're made by people who basically want to make a movie or write a novel.

yes, 100%
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@arcana @nemesis i think investors just saw that league and overwatch made retarded amounts of money and want a slice so everyone needs to make live service hero shooters now
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@snacks @nemesis oh definitely yes, like the whole “everything must be battle royale” in 2017 and 2018
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@sun @nemesis @snacks we’re actually working towards the MVP and tech demo of a RuneScape style MMO

I think there’s definitely under appreciated pros of doing so
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@arcana @nemesis @snacks mine's gonna be 2d mud that looks like 90s internet forums, don't wanna deal with 3d or realtime
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@sun @arcana @snacks the 3d stuff is almost all in the client. the actual game logic isnt that different afaik
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@sun @arcana @nemesis @snacks remember Kingdom of Loathing? it's still running after 22 years. it's HTML-based and not realtime, but maybe you can learn something from it as a game dev who wants a minimalist design. though one of the creators got #metoo'd.

https://www.kingdomofloathing.com/
https://en.wikipedia.org/wiki/Kingdom_of_Loathing#Controversy
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@nemesis @arcana @snacks I spent some time working on prediction and lag mitigation and I'll try again eventually I'll try it again but for right now it was a miserable experience
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@sun @nemesis @snacks
- Several Go micro services at the back end for things like login and world select, the game/world servers/shards, chat server
- Perl Mojolicious will be used for the website part in future (knowledge base, register account, subscription, etc.)
- Postgres (though using SQLite for the MVP)
- ThreeJS and HTML5 on the front end
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@sun @nemesis @snacks are you trying to do real time or tick based? We’re doing tick based like RuneScape
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@sun @arcana @nemesis i think the tab targeting system a bunch of mmos use nowadays was first used because it's not very lag sensitive
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@sun @arcana @snacks its not real time, that makes it a lot simpler
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@nemesis @sun @snacks tick based feels close enough to real time but without a lot of headaches. Like the fact that movement and objects are tile based as well. It’s a lot of things that simplify stuff while still giving a fun playable experience
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@why @arcana @nemesis @noyoushutthefuckupdad @snacks @sun Nah, don't. I'm so backloggery right now it's crazy, that's the reason I'm holding off mostly, not monetary reasons

I also have shitloads of CSGO cases I could just sell to get it for "free"

Thanks though
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@noyoushutthefuckupdad @sun @arcana @nemesis @snacks The food court game in that is addictive. Very faithful to its Zachtronics nature. Wouldn't say it's "BBS" games though, it's more replicating 16 bits era (Amiga, Win 3.1) games as you might have downloaded them on a BBS, than the door games that would be running on the BBS.
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@why @arcana @nemesis @noyoushutthefuckupdad @snacks @sun There's just too much man. So much to do, so much to see












So what's wrong with taking the backstreets?
You'll never know if you don't go
You'll never shine if you don't glow

Hey now, you're an all star
Get your game on, go play
Hey now, you're a rock star
Get the show on, get paid
(And all that glitters is gold)
Only shootin' stars break the mold
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@snacks @sun @arcana @nemesis also let's you get away with low tick rates, high tick rate networking can scale quite high on money if you operate mmos or match based games with centralized dedicated servers
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@arcana @nemesis @snacks I was imitating half life multiplayer algo, same as fps
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@arcana @nemesis @snacks

A lot of modern games feel like they’re made by people who basically want to make a movie or write a novel.

I think it’s a valid approach if someone makes a visual novel or some sort of a walking simulator, I don’t like when devs try to tack on unavoidable action sequences in a game where you can get by talking most of the time (hello Planescape: Torment endgame. And Curst before that, but at least then you have your party with you).

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@mold @nemesis @snacks oh it definitely is, I more mean that there’s a lot of games that just needlessly tack on story and art they don’t need
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@sun @arcana @snacks yeah hard real time multiplayer can be annoying, my brother has worked on stuff like that

for a non action game its a lot simpler
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@arcana @mold @snacks I think its less tacking stuff on and more like, devs dont appreciate that infinite experience generators are not only much better monetarily (less content so cheaper to make, and much more likely to be successful---the same gdc talk I referenced earlier), but also arguably more interesting to design compared to linear experiences. I mean maybe that doesnt apply to all teams, if your team is 100% artists or something maybe it makes sense to go for a linear experience, and of course some people have a creative vision that fits that really well. but ime if you have a programmer heavy team its kind of a waste not to make an infinite simulation of some kind

(this is the gdc presentation I was referencing btw: https://www.youtube.com/watch?v=sIqz5xmQKnc)
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@nemesis @arcana @mold are there procedurally generated games with good backtracking mechanics?
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@arcana @mold @snacks and not just indies, AAA games often spend hundreds of millions on producing incredibly detailed scripted worlds and experiences and then stuff like Minecraft outperforms them economically on a shoestring budget just by virtue of giving players more actual agency
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@snacks @arcana @mold wdym backtracking mechanics? as in, open worlds where you dont have to retrace your steps much?
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@nemesis @arcana @mold yeah, like a metroidvania where you unlock powerups and have to remember places where that would get you past an obstacle
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@nemesis @arcana @mold i don't remember that in a meaningful capacity in nethack, and more modern roguelikes like isaac often don't even let you go back
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@phnt @arcana @snacks @mold the suits think that if you can make $100M by spending $1M on an open-ended game you can make $100B by spending $1B on a movie with menus
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@phnt @arcana @mold @snacks that said the people who really need to hear this arent the suits, its indie devs

if you try to make an interactive movie as an indie dev not only is it actually a lot harder than a mechanics-oriented game, you're effectively competing against people who are doing the same thing but with 1000x your budget. and if you succeed you'll get a game that people get on sale for $5 on steam and play for a few hours and forget about it
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@arcana @nemesis @snacks to be fair CS still had more story than the usual deathmatch games of the time (though I guess the original Team Fortress could be considered a hero shooter by today’s standards, and it was made as a Quake 1 mod in 1996)

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