![]() It released a cracked copy of the game to "the number one torrent-sharing site" itself - a copy of the game with a special Easter egg just for the illegal downloaders.Īs players make their way through the game, they are tasked with thinking around common issues that come up during the games development process. Greenheart Games recently released a title called Game Dev Tycoon for Windows, Mac and Linux, a sim that sees the player working through the creation of a video-game.Īt the same time as the official game's release, though, the developer decided to get the jump on its pirates. Just stick to normal games and it will be less hassle and more money for you.When Greenheart Games released game dev sim Game Dev Tycoon, it simultaneously released its very own pirated version - with an extra feature to expose the pirates. If it won't be more profitable than developing standard games. In fact, you shouldn't even waste your time researching MMO's anyways. Also, I don't see many of you having hundreds of billions of dollars in the bank. Yes, it's good for gaining fans but at the cost of more money than you can even fathom losing. And the thing is, both Dota 3 and Team Fortress 4 were on the market at the same time, and I was juggling between expansion packs for both of them. I have made FAR more money developing non-MMO's than I have with MMO's. But you know what's more profitable? Releasing a normal ♥♥♥♥♥♥♥ game! The maintenance costs of MMO's makes them almost worthless when compared to a standard game. If you do that then, yeah they can be profitable. You'd be better off to just develop a sequel so you can reset the maintenance costs. Releasing expansion packs I find as a waste of time. In all the time I have spent playing this game MMO's have almost never been profitable to me. MMO's are profitable at first but over time just eat up money without you even noticing. The costs were so ridiculous that even when a well-received expansion pack was released I was still losing money. The maintenance costs reached a point where they were costing over 10 billion a WEEK just to keep it up there. You see that 100 BILLION Units sold and yet I still lost 800 Billion. Prepare for your eyes to be shocked at the numbers you are about to see on this game. Plus, I took it off the market before it becomes unprofitable. The only reason it sold so well was because I have a lot of fans. The game wasn't even that well received either, it was considered average by reviewers. But the thing is, I would have made more profit if it had chosen to NOT release it as an MMO, granted I got more fans from it than if I released it regularly but the profit still is nothing compared to the amount of money I would have made releasing it as a non-mmo. I released an MMO titled Dota 3, I'll give you a screenshot of how that ended up.Īs you can see, it was profitable and sold well. One was profitable, the other was not so profitable.įirst is the profitable one. I have 2 cases of MMO's to share with you, from my personal experience. So now, since maintenance costs keep rising, MMO's can start causing ridiculous amounts of loss. The maintenance costs outdo the sales, you release and expansion pack and so on. And the worst part is when you go and develop another game since you can't just keep making expansion packs, your maintenance costs end up outdoing your sales, so you release an expansion pack, then you make another game. But over time as the maintenance costs climb you still only get so many sales. When the maintenance costs outdo the income you have to release an expansion pack. Before I get into that though let me tell you what the MMO cycle is. Remember when I said those maintenance costs keep rising over time? Well, guess what? They never stop rising, and it can start to get ridiculous.
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