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Comment by Aethaeryn

  > I suspect because there just isn't a big enough market for games
  > of that nature. Maybe there is a handful of us out there. Maybe a
  > relatively small handful, but one that's willing to pay a fair
  > amount for a really great, truly strategic global power game. I
  > dunno. Maybe it's worth organizing, or Kickstarting, or what have
  > you. If any game devs out there are reading this and are
  > interested, know that there's a niche crossing its fingers for
  > you.
I'm actually working on an in-browser MMO strategy game set in space that will try to balance around long run[a] strategy and diplomacy instead of just constantly-at-war deathmatches. Of course, relying on humans rather than AI does help.

I suspect that the market is bigger than the big publishers are willing to take a risk on, especially if it was written to be run within browsers (including mobile browsers) and was fun to play.

I have considered Kickstarter, but it seems like most Kickstarter game projects fail unless they go viral first so there's definitely a major risk[b] in going public too early.

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[a] One way to make the games last a long time (perhaps indefinitely) is to make it a slow-playing game, such as using Civilization-style simultaneous turns that refresh by default once a day. This would also put more focus on forming alliances, socializing, and making strategies. Of course, the issue with this is that there would be a massive surge of traffic on the servers during turn refresh times.

[b] The main risk of Kickstarter is the uncertainty in receiving funds. I could underestimate costs on purpose and have a decent chance of being funded, but with an insufficient amount, or I could provide the "real" amount and have a very high chance of getting no money at all, even though a little bit would go a long way. Neither outcome seems ideal, especially when people would assume that "funded" means that the game is ready to be released given a certain amount of time.

parent Aethaeryn 14 years ago

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