MMORPG Tycoon: a video game about running a video game company

MMORPG Tycoon sounds like a delightfully recursive video game — you're in charge of tweaking the rules for a multiplayer online game like World of Warcraft, and you win or lose based on how many simulated players hang around and pay you virtual subscription fees.

The game involves setting zones with level ranges, trying to keep them distributed so your servers don't overload ("due to the coding practices of ShadiSoft"), making sure there are enough towns and respawn points, and trying to keep monster and class stats on keel. Your primary metric for success is your forum buzz, you want more positive posts than negative, and the main factor for this is how hard or easy the game is. Here's where the punchline starts getting set-up: no matter how well you do a portion of players will complain the game is too easy, and a portion will complain the game is too hard. However, as long as you've got some content in, and you've got a half-competent balance, people will play, get addicted, and you'll grow, even though your churn rate might only be slightly lower than your growth rate. And you'll make money. You only have to get the basics down and then just let the game run. The implication is that you don't need a good game, you just need an addictive game. It smacks you in the face with a procedural resonance, the derivative names of the rival MMOs are just icing on the cake.

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