Game Design Music and Art

Christian MMORPGs for free?? – dXter

dXter

Member

Posts: 59
From: Texas, the US of A
Registered: 09-26-2006
Hey everyone, I was just wondering what you all thought about the issue of free vs. commercial Christian MMORPGs. Should we make them free to get more players, most likely at the cost of quality? Or should we spend more money on making a higher quality game and then put a price tag on it, but at the cost of not having some players that don't want to spend money it? Cuz I know some people that just surf the web looking for any free online game they can can get their hands on just to see if it's worth playing for an hour (like me sometimes, lol).

------------------
Jesus looked at them and said, "With man this is impossible, but with God all things are possible."
--Matt. 19:26

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
i know that's always a hard question with christian game developers. i think that it depends on the quality of the game and how large of a crowd it should appeal to. you should just price it how much you think it's worth. but not insane high prices. I think if it is one of those games where you pour sweat blood and tears into it, you should get something back, if only a little. i guess im trying to say it just depends on the game. also on your personal preferences.

------------------

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Pay is better, even if itís just a couple bucks (if it's worth that). This will keep a good majority of people from getting in to just cause disruption such as hassling players or trying to crash the servers. Also itís pretty impossible to run an ďmmorpgĒ for free unless you have money to burn. In the end if itís done too cheaply (like trying to run it off a home computer) people will just not even play it for free. There are quite a few free mmog/mog servers that are ghost towns (no population) like with 4th coming servers or UO emuĎs. There are some that have populations, but many that sre not.
dXter

Member

Posts: 59
From: Texas, the US of A
Registered: 09-26-2006
Yeah, I agree that an online RPG can't be run without ANY compensation, but I was wondering about games that run off of donations. I know a lot still has to come out of the game owner's pocket, but do donations really help much? In some games rewards are given for donations, but a lot of times that can unbalance the game (whoever has the most money to donate gets the best stuff in the game).

------------------
Jesus looked at them and said, "With man this is impossible, but with God all things are possible."
--Matt. 19:26

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Yes it can work that way. This is very true for isometric games due to a lower bandwidth and resource requirement. I think the best example you are digging for is Eternal Lands. EL runs through donations and perks and has been doing so for some time. For a 3D game the best example may be KnightOnline, KO is not based on donations but it survives off of perks. Perks are basically things like power-ups that people buy for their accounts so as to boost attributes of their characters. 3D games have far more resource and bandwidth requirements so beyond perks itís very difficult to maintain a game with a large player population.

It all depends on the size of your community, for smaller games it can be very affordable. You could run a server that can host a classic 3D mmog for a few hundred players on 24/7 for maybe $50-$80 a month on a dedicated server deal(rental). That of course depends on the size of you game world and the efficiency of your network code. Usually the greatest bandwidth demand happens when you have many players in close proximity, but if you design your game where people are more inclined to be spread out or such as with instancing than bandwidth usage can be far more efficient. But often in the case of instancing this comes at a cost to server resources (CPU and RAM). Thatís why you see games like GuildWars able to operate, itís mostly instanced so bandwidth is minimally used while their server resources take the grunt of the hit.

Generally when I think mmorpg, I think along the lines of the classic way itís done with big worlds to explore with lots of people to interact with, but beyond doing it that way which is far more expensive to maintain, yes there are more efficient ways to do it.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
One thing to note is that if your game is non-commercial you can use many free resources when creating it.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)