Ok so very recently I asked for feedback on another game idea asking if its profitable, but my general goal for myself as a developer is to just create games people love and for them to not feel like they are not welcomed because they do not have robux.
So I have another idea sort of linked to it, the idea is an open world adventure/hangout game where you can explore a vast map with friends or come to find new friends.
What will be special about the game?:
100-700 player servers
No pay-to-win passes
Not profit based, except donations will be the only thing which will be profitable from the game
Huge map with lots of explorational areas
Available to all ages, except young children
Do you think this idea will attract people, the main idea is that someone can explore a vast map with friends (or themselves if they do not know what friends are) and find new friends.
haha time for me to weigh my opinion in again. First, i love that you are making games because you have a passion for it, that’s my most favorite thing to see in a developer. Second, although it sounds pretty cool, there are already teams making games like this like the team at https://www.bloopville.com/ or Overlook 🏡 RP - Roblox
these are pretty fierce competitors as they have gigantic youtubers and name level developers behind the development. I love your passion though, feel free to message me on here, maybe i could give some tips or perhaps even collaborate!
If you’re trying to create a laggy and unplayable experience then yes, make a huge map with over 100 players in it. If you want to make a game that people will actually enjoy do what others have suggested and make a small satisfying gameplay loop. Exploration will only keep players interested for however much they can explore, while other game types like building games such as welcome to bloxburg, the interest in the game is driven by the players’ creativity so it can limitless.
Bad idea. Most likely outcome is a laggy, unplayable mess. Getting that to work will require an expert level scripter.
Another strategy to consider is going without monetization for the first few months, which you can use as a marketing point. It’s more important to grow a player base than to immediately reach for people’s wallets (or ask for donations).
Donations are not effective. They are the least profitable monetization. Depending on player’s first impressions, they may see the creator as desperate. For that reason, having 0 monetization can be better than using donations.
A vast map can separate players geographically. An in-game system will be needed to help people group up and teleport to each other.
This might be considered discrimination against a protected trait in the Roblox community rules.
That depends on a lot of things. First problem being how to make your game compelling over a long period of time. Is there enough there for someone to have 2 hours of fun? Could they re-visit tomorrow and have another play session that’s just as great? Some of the greatest exploration builds on Roblox fail this basic test (to be fair they’re not meant as games). It typically doesn’t take that long to explore something.