ChrisP
09-04-2007, 09:39 PM
Mayhem Intergalactic is pretty fun in singleplayer, but where it really shines is in multiplayer. Unfortunately, not many multiplayer games get played; mostly because it's difficult to get more than one person online at a time. I'd like to build up the online presence so that people can find a game more easily.
It does seems like it's a bit of a chicken and egg problem. Nobody will play online unless there are already other people playing online... :)
Here's what I've already done/planned to try and solve this:
1. I've implemented support for dedicated servers in the latest update, and as I type this I'm in the process of getting one up and running 24/7.
2. I've added limited multiplayer support to the demo version; demo clients can't host their own games, but they can join other people's games. They do get kicked out after a few minutes with a nag screen, like in ThinkTanks. It is possible to finish a game before getting kicked out, but you need to be quick about it. Demo clients can play an unlimited number of non-customised singleplayer games; it's a feature-limited demo, not a time or use limited demo.
3. I'm looking into adding Xfire support to both the full game and the demo, to take advantage of the community they've already built. I have no idea if they'll agree to support me - they have added support for indie games in the past (Darwinia and Defcon are the ones I'm aware of), but Introversion are much higher-profile indies than I am! Still, it looks technically easy to do, so I'm hoping that if I present them with an Xfire-enabled game straight off the bat then they'll be willing to humour me.
In combination, I'm hoping that #1 and #2 will increase the multiplayer population; #1 makes it easier for everyone to find a server, and #2 expands the potential player pool by not restricting it to the couple of dozen people who have bought the game.
#3 adds the social-networking aspect that I'm sorely missing; I don't have a concept of an "account" in MI. You just choose a name and off you go. About all I've done to foster community is chuck a forum up on my website. Unsurprisingly, it's a ghost forum. I could spend a while adding accounts and social features, but it seems like a huge waste of effort when you consider my tiny playerbase.
Who else here has a multiplayer-enabled game? How did you attempt to promote it, and did that work? Does anyone have any other ideas for avenues I could pursue to promote the multiplayer side of the game, or suggestions as to what I might be doing wrong?
Am I just expecting too much from my meagre playerbase? Should I start by focusing on promoting the singleplayer game first, so that there are actually enough people able to play non-demo multiplayer?
It does seems like it's a bit of a chicken and egg problem. Nobody will play online unless there are already other people playing online... :)
Here's what I've already done/planned to try and solve this:
1. I've implemented support for dedicated servers in the latest update, and as I type this I'm in the process of getting one up and running 24/7.
2. I've added limited multiplayer support to the demo version; demo clients can't host their own games, but they can join other people's games. They do get kicked out after a few minutes with a nag screen, like in ThinkTanks. It is possible to finish a game before getting kicked out, but you need to be quick about it. Demo clients can play an unlimited number of non-customised singleplayer games; it's a feature-limited demo, not a time or use limited demo.
3. I'm looking into adding Xfire support to both the full game and the demo, to take advantage of the community they've already built. I have no idea if they'll agree to support me - they have added support for indie games in the past (Darwinia and Defcon are the ones I'm aware of), but Introversion are much higher-profile indies than I am! Still, it looks technically easy to do, so I'm hoping that if I present them with an Xfire-enabled game straight off the bat then they'll be willing to humour me.
In combination, I'm hoping that #1 and #2 will increase the multiplayer population; #1 makes it easier for everyone to find a server, and #2 expands the potential player pool by not restricting it to the couple of dozen people who have bought the game.
#3 adds the social-networking aspect that I'm sorely missing; I don't have a concept of an "account" in MI. You just choose a name and off you go. About all I've done to foster community is chuck a forum up on my website. Unsurprisingly, it's a ghost forum. I could spend a while adding accounts and social features, but it seems like a huge waste of effort when you consider my tiny playerbase.
Who else here has a multiplayer-enabled game? How did you attempt to promote it, and did that work? Does anyone have any other ideas for avenues I could pursue to promote the multiplayer side of the game, or suggestions as to what I might be doing wrong?
Am I just expecting too much from my meagre playerbase? Should I start by focusing on promoting the singleplayer game first, so that there are actually enough people able to play non-demo multiplayer?