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I'm super interested in making an MMO.
It's really the only thing I want to do. It's the future of casual gaming, they end up creating their own societies and ethos among the player base, and they can generate a ton of money over an extended period of time.
I have many ideas and I'm going to start drafting an outline for a game.
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MMOs don't have to cheat or nickel and dime the player. That has nothing to do with quality of play and design, that's a double edged dose of human nature. Companies can't resist maximizing profits, and players can't resist lamenting over what they can't have.
I wouldn't model an MMO after most when it comes to paid content and micro purchases. There is no premium account or content bullshit, or if there is a paid account aspect, it will be a 1 time, very modest purchase to gain some minor reward. Think of it like being a donar or supporter on a forum. You don't get to access bonus maps, items, gear, quests; No one gets alienated.
There will be no loot chests, no item package specials, no cosmetic items to buy. You're here to play, not spend real money. There will be ways to spend money, and it has to be enough to keep the cost going and pay whatever staff are on deck, but it will not be the sort of superficial crap you're usually presented with. Most MMOs take it so far everything becomes like a scam or angle to take your money.
Back in 2016 I returned to RTSMMOs on a mobile game that was literally the best RTSmmo I've seen yet. It had all the bells, whistles and trimmings with a good combat system that was a bit more about how you used your troops, not just the troops you had because you could command your troops to advanced, wait, and attack.
But it had major problems on the management end. It was so pay to win that even I couldn't keep up once the servers matured into prime. Every week there was new, OP paid gear, or a new, OP paid hero (they lead attacks and buff troops stats). When you have the Turks on one end of the map, the Koreans on the other, both running communal clan accounts (accounts which multiple can leaders access to make purchases and upkeep armies, ensuring they have a powerhouse account that can steamroll people overnight), it quickly becomes an uphill battle on wheels.
I have learned a lot from MMOs over the years when it comes to management.
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