4 ms·
The Minecraft example was a decent one. What I really mean is a game that is discovered more organically than through the hype process that most games go throug
by padobson 15y ago
The Minecraft example was a decent one. What I really mean is a game that is discovered more organically than through the hype process that most games go through when they launch. Sort of how like lean startups grow.
Some people will be turned off by the earliest form of the game, but there are always more clicks to be had and leans startups using MVPs have to deal with this too. The key is to be learning about how to improve the fun factor every release.
As the game continues to improve, the user base will continue to grow. I'm not totally convinced that this could only apply to mmorpg's, but I'm willing to concede that it seems like the best genre to attempt this and to apply the microtransactions model.
- teamonkey 15y agoI'd be very surprised if ANY MMORPG didn't constantly iterate as you describe (all the current major ones do, at least), and virtually all multiplayer games allow for balancing at the very least. The problem is that most single-player games are finite. Once people have completed them, they're done. Replayability is something comparatively few people can stand for any length of time, especially in a crowded market. Add the problem of an exceptionally short tail for most games (20-50% of total sales in the first month would not be atypical) and the value of updating the mechanics of your single-player game becomes much less valuable. Best to make another game in the series that improves all those flaws. A few exceptions, all indie games: Minecraft, Eufloria and Darwinia. All of these have had major updates to gameplay over time.