Monsters and Memories (Project_N) - Old School Indie MMO

Illuziun

Bronze Knight of the Realm
213
21
Every game is getting ripped for design flaws these days. I'd get over it. The best route is to stick to the core player base and build into it enough that you keep those core players happy. They're the loyal ones that build the fanboy effect. Once the fanboy effect goes in, the noobs and the paychecks will start to flow, but with that so will the complaining and community drama which is tearing apart every game these days. That's why it is imperative to build that core player base first, then shoot for South Park.
 

Kithani

Blackwing Lair Raider
1,860
2,613
MnM has spent $105k so far. They are developing their vision and will reap rewards at the end. They have not made a single penny off the player base yet. Think about how crazy that is in this day and age. They rejected donations.

Game will easily have 25k concurrent subscribers first 6 months of release and only grow from there.
2 weeks ago you posted they would have 15k subs, what happened to double your prediction?!
 

Kirun

Buzzfeed Editor
20,942
17,839
Is 25k unrealistic? Pantheon sold way more than that and it’s not even a real game.
Only 2-5% of players in F2P games ever spend money. And for subscription-based apps in general (not gaming specific), the "install -> paid" conversion rate is often below even 5-10%. So the conversion rates on paid subscribers is actually pretty damn low. In fact, the box price alone will likely dissuade another portion from even trying the game at all. They'd need to have a box sales rate north of 250-285k+ to generate those kinds of subscriber numbers.

Plus, many MMOs today don't release as "boxed copy + subscription". Instead, they're free-to-play or use other monetization, so sales-figures are often buried or not comparable. When sales numbers are reported, they often count global units across all editions, multiple platforms, or include pre-orders, which makes comparisons tricky. Most recent "MMOs" with box sales lean into hybrid models (box + early-access + live-service), so it's unclear whether "sold copies" map cleanly to long-term MMO viability.

There isn't really a recent, well-documented example of a brand-new, subscription-based MMO launching in the last few years, selling 250,000+ boxed copies, and still being sustainably active. Most attempts either pivot to F2P, blend in microtransactions, or quietly fade away. DayZ is the only "recent" one you could maybe call an MMO to have done it. But DayZ has always straddled survival/MMO-lite rather than "classical theme-park MMO". So it doesn't really serve as proof that a modern traditional MMO can still launch and survive at that scale.

Outside that, you're mostly looking at legacy MMOs or games from a different era (when box-sales + subscriptions were common).
 

Kithani

Blackwing Lair Raider
1,860
2,613
Jersey Shore What GIF
 
  • 1Worf
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Arden

Vyemm Raider
3,048
2,341
I check in on this thread every once in a while to see how the game is progressing. Just scanning the last few pages it seems like:

- Game is currently in closed alpha
- Feels pretty similar to vanilla EQ
- Looks pretty cool (I can see that for myself)
- Some complaints about tedious gameplay stuff/lack of QoL

What did I miss?
 

TheRealmOnline

Lord Nagafen Raider
65
51
Only issue I gather from the pulse of the MnM community is the P99 play nice policy.

There is a larger player base that wants DPS racing and being able to contest PvE targets.

Currently the only way to do that is the PvP server which has equipped item looting. A player has to decide if they accept that risk for the benefit of being able to claim camps.

Nick has discussed two other rulesets to deal with the community desires:

1. PvE server with a less strict PnP. For example, you can dps race or muscle people out of camps, but can not train mobs on people still.

2. PvP server with less harsh looting rules on death (just inventory item or coin). This would allow for the more PvE centric players to cross over into the PvP world since PvP usually is just a means of securing camps or player disputes.