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by euccastro 6647 days ago
I suppose you're conscious that there are a few huge cans of worms in your way. Expect QA and customer service to become more 'interesting' than in the typical MMO. Player scripting will tend to alienate nonhackers (script trading notwithstanding). Empowering players as you suggest in other comments (letting them run whole factions) reduces the pressure to socialize, which is the main driver of player retention.

Surprising as it may sound, the downsides that many MMOs have as games actually help them succeed as the glorified social networks most of them are. Boredom and disempowerment bring people together. As the cliché goes, they come for the game and stay for the community.

That said, I love your concept and I'd definitely give that game a try. I wouldn't consider playing a MMO that runs on rails and where I can't automate away my repetitive tasks. I think you'd get a smallish but interesting and loyal player base. Maybe it could reddit out from there if that's what you want; otherwise I believe it would work great as a lifestyle business.

Is it on purpose that you don't provide contact info in your profile? I'd love to exchange some thoughts with you (see address in my profile.) I worked for a few years in what is today the leading commercial space MMO, and I've been entertaining some ideas on those lines too.

1 comments

Player scripting doesn't seem to alienate people in Second Life. Maybe there's something I don't know. Scripting will not be required to play. You will be able to buy scripts from weapon developers, who will finally be worthy of the name.

Faction players will need pilots. Their AI drones will never be a match for human pilots in player ships. On the other hand, pilots will need factions -- otherwise it will be hard to generate enough wealth for the very best high tech equipment.

TBH I've never played Second Life, but from what I've read it's more of a social sandbox than a direct competition. The space setting is more associated with combat and domination. It seems more likely that nonhackers will call foul on any disadvantage, real or perceived.

In my experience advocating player scripting in a MMO forum, I've observed that there is much prejudice against real life technical skills. Players seem to have less of a problem with other real life factors having an impact. Factors such as social skills or ability/willingness to spend more time on the game. I think this is because it takes technical skills to evaluate the true impact of mechanics involving technical skills, in order to come to the conclusion that they are mostly benign.

OTOH, I've also observed that some nontechnical people actually like scriptability and others can be convinced (with some difficulty; they often assume you're trying to skew the game towards your abilities for the sake of getting an edge) if you have the chance. And of course, people that can program absolutely love the feature. Unless you start with millions and a recognized IP, I think your best bet is making some underserved audience love your game rather than try to please the mainstream.

So I was playing devil's advocate here. As I said, I myself would love player scripting, and if I was to make a MMO, I'd bite the bullet. But whatever you do, I think these are factors to take into account.