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by Aethaeryn 5118 days ago

  > I suspect because there just isn't a big enough market for games
  > of that nature. Maybe there is a handful of us out there. Maybe a
  > relatively small handful, but one that's willing to pay a fair
  > amount for a really great, truly strategic global power game. I
  > dunno. Maybe it's worth organizing, or Kickstarting, or what have
  > you. If any game devs out there are reading this and are
  > interested, know that there's a niche crossing its fingers for
  > you.
I'm actually working on an in-browser MMO strategy game set in space that will try to balance around long run[a] strategy and diplomacy instead of just constantly-at-war deathmatches. Of course, relying on humans rather than AI does help.

I suspect that the market is bigger than the big publishers are willing to take a risk on, especially if it was written to be run within browsers (including mobile browsers) and was fun to play.

I have considered Kickstarter, but it seems like most Kickstarter game projects fail unless they go viral first so there's definitely a major risk[b] in going public too early.

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[a] One way to make the games last a long time (perhaps indefinitely) is to make it a slow-playing game, such as using Civilization-style simultaneous turns that refresh by default once a day. This would also put more focus on forming alliances, socializing, and making strategies. Of course, the issue with this is that there would be a massive surge of traffic on the servers during turn refresh times.

[b] The main risk of Kickstarter is the uncertainty in receiving funds. I could underestimate costs on purpose and have a decent chance of being funded, but with an insufficient amount, or I could provide the "real" amount and have a very high chance of getting no money at all, even though a little bit would go a long way. Neither outcome seems ideal, especially when people would assume that "funded" means that the game is ready to be released given a certain amount of time.

1 comments

You mean something like Planetarion or Orion's Belt?

To be clear, your phrasing seems to present this as a novel approach, though it is not. Regardless, it's all about the particular game design that makes or breaks a game so I wish you success, it just struck me that maybe you were not aware of this fairly large genre based on how your text sounded.

  > To be clear, your phrasing seems to present this as a novel
  > approach, though it is not.
Obviously, the idea of a strategy game[a] in a browser is as old as web browsers themselves. I even played a few in the mid-2000s.[b] There's lots of them, written in PHP, and with a fairly static experience.[c] There's a reason, though, that when asked for my inspirations, I'll name desktop games like Civilization II rather than browser games.

The novel thing isn't the idea, it's the opportunity that HTML 5 gives for the execution of the idea. I'm not original. I'm just lucky enough to be at the right place and the right time. My particular execution of the ultimately older-than-computers[1] idea is possible only because of <canvas>.[d]

Digital portable media players existed as far back as 1979 and MP3 players go back to about 1997,[2] but the iPod didn't take off until 2005.[3] It's possible to have the right idea, but years too early and with poor execution.[e]

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[a] Don't just limit it to space. There's plenty of non-space ones, too! There's usually not that big of a difference in how a browser game is played based on the setting.

[b] My observation in footnote a of my previous post that a once-a-day refresh would stress the server is something I experienced in one of the games I played.

[c] Many of them are better than anything Zynga has written, though.

[d] My game was originally going to be a desktop game. That's not very interesting compared to the challenge of doing it in HTML 5 and JavaScript.

[e] The poor execution is often due to being years (or decades) too early.

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[1] https://en.wikipedia.org/wiki/Board_game

[2] https://en.wikipedia.org/wiki/Portable_Media_Player

[3] https://en.wikipedia.org/wiki/File:Ipod_sales_per_quarter.sv...