Hi there! Just a 2 cents. TL DR: Multiplayer breakdown…
This is Unity’s survey on Multiplayer games…it’s quite revelatory (1400 gamers in several major markets).
Obviously, this one is a no brainer…genre liking is prime. And, of course, friends to play with.
I’m a bit worried that ‘it’s free to play’ is substantially important (for customer/gamer side, yes; no brainer).
But, it’s showing that F2P games (Free 2 Play) is the rage (and has been since), in multiplayer games…
It’s almost wrong? now (weird?) to charge an upfront price for a multiplayer game; like…
‘‘How dare you ask …for money…for a multiplayer game?..donchuknow…F2P, means free…to play’’.
people (seem they) expect it’s free from the start — for being multiplayer. This is clearly due to AAA companies with their GAAS multiplayer games filled with microtransactions (DLC, skins, lootbox, upgrade…) to recoup the prod budget for the game. I had written a post a while ago about ‘in game microtransaction’ vs ‘upfront 1-time price’ (a survey done in Europe about game microtransactions)…and it was telling that some 1-10% of people playing games (like multiplayer) are willing to pay up to 1000$ in DLC/microtransactions…so about 90-99% of people will not pay moer than 20$ in microtransactions (and roughly 50-70% will pay, nothing, just get the base F2P game that’s all)…but there is the last 10% or less… who will. It sure feels wrong to ‘nickle and diming’ them with these microtransactions…and it’s why people don’t want AAA companies to nickel&dime with these in game transactions (yet…AAAs are forced to, because most recoup;; F2P → free game/no 1-time upfront price → no money return).
This F2P, I believe, is also a ‘game community/size’ enlargement purpose…in the sense, that by being F2P…you get millions of people downloading/playing…joining the game/enlarging the community/multiplayer presence…of the game. Because, otherwise, multiplayer games…die (when no one is online anymore…playing them, with others). Like ex: the recent Capcom Fighting Collection…on console…apparently, there were only 300-400 people ‘online at all times’…to play the games in it (like Street Fighter 2)…this is from the moment it was 1st released; so people were like (on Steam reviews):
‘‘game/online is dead…multiplayer?..what multiplay…no one to play with’’.
I think this is the major difficulty iwth multiplayer games is…‘keeping a base’ alive ‘online’…a - Growing - base… to play with/the game, otherwise it’s Bots offline (if even, they are a thing/available…)…or you abandon the game (''game is dead — online player count : 1 (you) ‘’). This is Hard…when you see your player base dwindle…over time.
It’s a friggin job to keep this ‘social aspect’ alive for multiplay games…because online multiplaying…is all about ‘social’…virtual ‘social gathering’…to play whatever.
It’S interesting this genre divide along the (genre line)…betwween core and casual players.
I think ti’s explainable, FPS games, sports games and fighting games…are much more Competitive and Stressful…and that’s more the thing for guys/dude (dudebro games)…I’m not saying there are no women/gals playing these competitive multiplayer games…there are; it’s just, it seems to go a bit with the gender proprotion (a lot more men play games in general); women seem more happy in these casual games (with no extreme competition)…it fits with the gender. I heard some gals who were like : ‘these are dude games…’…action, hardcore, competitive, oftenly more adult/violent/traumatic…so I guess, the casual players (of which there are also plenty of guys too…); prefer the less stressful ‘non-action’ games…like puzzles or rpg, platformer games…which can have a strong competitive/action in them; just not to the Level of the FPS, Sports and Fightin games do. These games almost scream ‘male’. (generalizing here a bit) In my case, am mkaing a FPS game…I know some women/or casual players (male/female…whateveR) may not like that…but, you can’t pleas all players; you cater to/target (to) an audience, your game. It’s even self-defeating ‘to please all gamers’…most games…are not made ‘to please everyone’…but a specific audience. The old saying is: ‘‘When you try to please everybody…you end up pleasing no one (neither)’’. It’s what AAA games are trying to do, with ‘mass appeal’ and ‘mass market’ to reach as many people with a ‘safe-enough’ product that is less innovative but sells well.
In my case, I was not sure about including multiplayer…I was supper into it/for it…until I learned a damning truth.
There is like a ‘messages/second’ text limit with multiplayer and like if too many players in your game; it can explode the costs of your monthly multiplayer server…service/maintenance. There is Photon and Rollback netcode and another one…but, they are all bound by these ‘traffic limits’ of how much/how many people can play simultaneously on your game’s server. Because, this traffic (data sent/received) is the cost…
I read from others who said: ‘‘players ‘chat too much/send too much messages’…it makes price go up…traffic’’.
That’s the real barrier to multiplay ‘at larger scale’…it’s the cost of it (for small indie devs). If your game made hundreds of thousands of dollars…already; affording multiplayer now becomes a possibility…not before; and it’s why solo/indie game devs making bigger online games…can’t afford this part; or make a much smaller multiplayer aspect;;; which can be ‘not even worth it/the trouble’…
Just a 2 cents.
PS: I think that devs should let other companies (later) take over this multiplayer aspect; let them…build it, they are pros…and can do that; while you work on your game/next project. We can’T do everything…multiplayer is a gamble; F2P is a gamble too; indies don’t want to do ‘nickle&diming’ with ingame microtransactions (and look bad/greedy); in fact, many people go away from these AAA games…to indie games in order to Not have to pay ingame microtransactions; so they expect (more and more) an upfront price (Excluding Mobile games on android…though; I’m just talking about PC games…mostly). What I fear is that indie games forced to go the F2P one day…hey…if you had 10% of your base who paid 1000$ in microtransactions…obviously, indie would do it; but, I think, many would refuse because of ‘on their conscience’…‘nickle&diming’…but, what else could they do, if you can’T even put an upfront price anymore. The game must recoup…,.somehow…indie, or, AAA game…