Now, I don’t claim myself to be an expert on game design – and for that matter, no one should. However, I have been reviewing and analyzing MMOs with Lore Hound for the last two years, have taken some game design classes, designed my own games, and given the fact Sephalon and I are essentially designing an MMO for Amalos, I have a bit more insight than usual.
I’ve gone over and over in my head this past month all the elements and design choices studios have made to create MMOs since we’ve had numerous launches this year. What I’ve come up with, as a designer and a player, is the list below.
They’re not hard set choices, either, so please, give feedback in the comments below. It’ll allow me to become a better designer, and who knows, if I do end up using this, you’ll have had input in the creation!
- Payment Model
The initial investment should, and will, be low. One of the major set-backs I’ve had about jumping into a new MMO is the $40-60 dump I have to pour into just the first month of play. Since I’m married to another gamer, double that, and you see why we’re hesitant.
I’d set it no higher than $45 with one month of play free.
Each expansion would only be $30. Period.
There are different types of models I’m considering, but all are open options.
F2P – Micro-transactions:
It’s a valid option, but one I’m never fully privy too. It’s probably from the fact that I’ve never used the market systems because of lack of money, so I always played the basic game as-is. Continue Reading