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New MMO, Where to Spend Money?

uquipuuquipu Member Posts: 1,516

Say you are the owner/producer of a new MMO. You've spent $40,000,000 million so far and you have all the features implemented (see list below). But none of the these features stand out, they are rather basic, passable but none of them will win any awards as they are now.
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You have $10,000,000 dollars left. Where do you spend the money? Just list an amount and the category. Let's say it costs $1,000,000 to make the feature on par with the other games and $3,000,000 to raise it to best in the world. For example, if you spend 3 of your 10 million on combat, your combat system will be the best but you'll only have 7 million left for the other categories.
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Combat System
Art work
Content, world Size
Content, Quests
Content, Dungeons
Content, cities, towns etc
Lore
Classes
Races
Apparel, weapons, armor or clothes
Spells, melee and ranged
Polish & Quality Assurance

Character customization options
Servers
Story & Cutscenes (in some games)
Animations
Crafting, Gathering
Search system
Grouping mechanics
Grouping content
Solo content
Monster design, behaviour (AI) and skills
Class adjustments, balancing
Character progression system
PvP (in some games)
Payment options, customer service and infrastructure
Marketing

Loot tables, merchant tables....
Community management, guilds, chat systems, etc
Economic systems, auction houses, money sinks
Vehicle/mount systems
and ideally: Housing systems.

Well shave my back and call me an elf! -- Oghren

Comments

  • vladakovvladakov Member Posts: 710

    10 million on  lag-free flowing awesome combat,  probably need more tho'

    image

  • HyanmenHyanmen Member UncommonPosts: 5,357

    Originally posted by uquipu

    Combat System $3,000,000

    Content, Quests $1,200,000

    Content, Dungeons $1,200,000

    Polish & Quality Assurance $1,500,000

    Servers $1,000,000 

    Animations $500,000

    Crafting, Gathering $500,000 

    Search system $100,000

    Grouping mechanics $200,000

    Monster design, behaviour (AI) and skills $200,000

    Character progression system $500,000 

    Economic systems, auction houses, money sinks $100,000

    Using LOL is like saying "my argument sucks but I still want to disagree".
  • stringboistringboi Member UncommonPosts: 394

    This is very hard to answer as one or another item will be more important to everyone else, but I really like a game to be polished and have great customer support that listens and updates as needed.....with this you can make a great first impression and continue to improve everything else later on if people believe in the game and the people behind it.  

    Second for me would probably be a good combat system....if the character I'm playing feels clunky, I feel clunky....I dont like to feel that way in a game.

  • SEANMCADSEANMCAD Member EpicPosts: 16,775

    $40,000,000 million would actually be 40 million million which is a kitonage of money.

    Please do not respond to me, even if I ask you a question, its rhetorical.

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  • AIMonsterAIMonster Member UncommonPosts: 2,059

    If you are out solely to make money, especially in the short term, then you need to spend most of the 10 million on marketing.  Spend a bit on a good opening cinematic so you can release it as a trailer and sucker people in that way too.  Boosting the quality of art and animations is another good option for spending your money to improve the overall marketing.

    If you want to make a decent game with long term profit potential then spend the 10 million mostly on content (which would be most of the categories you listed there), quality assurance, and servers with enough (1 million?) left over on marketing to get the word out and hope word of mouth takes it's intended course.

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