Give the player the ability to run a server, monetize it and share in the profits with developers. Have the players be able to make some server rules, police players and more.
Seems like an interesting idea because it seems survival games tend to do well with player run servers. Of course, MMORPG are not survival games.
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Obviously developer can make money selling the client. But I'm not sure how the money goes back to the developer since the player have the control of the server.
Are there any example of games that currently work this way?
Once the player get ownership of the server. Don't seem like the game company can monetize it(other than selling future expansion).
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For most that use the feature it's to rapidly test builds/strategies, a few use it for contests, and there are a couple full servers as well.
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The only other potential area I can think of is content. Companies like Roblox have a healthy ecosystem where players can make money off of their own content.
Every known avenue to players making money involves significant time and skill in some form. That's just the game industry, everyone wants to be involved so the bar is incredibly high.
Players will generally tailor servers, and most of them will be meh, or small with the point of being a playground for a few friends. The larger servers will tend to have a range between dictatorial shitholes to communities that try really hard to be for everyone yet still deals with arbitrary bouts of drama.
And that's not really any worse than official game servers in this regard. The issue is weeding through all of them to find the one's that are decent enough to want to stick around on. And unfortunately the overhanging question of "how long will this server be maintained" kind of looms rather closer than with official ones.
I personally would still say private servers for persistent world games as an alternative to MMOs would be a good thing, but they out all the more stress on the community to become a community if you want the game to survive/thrive.
But having a centralized support for a bunch of private servers, and extending content over time for those player hosted servers via content packs and what-not is viable.
The big thing is making sure the game you make is one that fits well to fostering these communities and has enough reason for players to stick around. Expecting them to "make the fun" in the game world has been the running joke of many survival titles that have taken this format and a big hand in why they eventually fall off.
I just was thinking about how could the genre open up some. I see surival games and even anime MMORPG that seem so adventurous but reality of MMORPG is so formulated. Maybe developers need the man power to explore ideas and let players take the risk.
I have played on player run servers,sometimes great,good,not so good and sometimes just different.
I don't think i have ever played a game where i thought the devs did a good job with server/game settings,so there is no way players could do any worse.
The main issue i have is player run servers tend to change too often or disappear too fast.Other than that ,if not legally run then the servers would be inferior to the legit servers.
In case of Atlas it is perfectly legit to run your own server and settings and mods.However most are no better with the settings than the devs and the few that are seem to get bored and make changes too often or shut down after a short while.
So in the great big picture,there is no perfect world,devs sometimes setup their game as doable/decent but never really well.This is just one part of the equation to attaining a great game to play,first we need great ideas,great implementation and great settings,that seems to be 3 tough challenges for gaming.
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I am trying to see the benefits of player run servers, I have played on servers where a game had been modified into a new form. Is that the case here or what are the differences to official servers in those survival games you mentioned?
Most servers you can quickly setup as a "vanilla" server that would be no different to an official server in terms of content, rules, etc.
But with personal servers does come custom game settings, adjustments to items and stats, or even full-on mods and revamps of the game if they want to go extensive enough, and the game happens to have a robust enough toolkit for convenience's sake.
So variety in user experience and ability to see out a preferred balance, or even host your own, exists in the likes of player run servers.
The drawbacks sit more on the technical end. One is that the community fragments out across a lot more niche/variant server. The other is to get truly large communities on a server, you'd need a host willing to invest a pretty good amount of money into the game monthly.
And that means the potential for server fees, donations, or otherwise coming right back into the picture as something to be accounted for.
Giving average Joe the power to run things, it's recipe for disaster.
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Those mentioned don't seem to be that different, but I see the attraction.
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