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As per topic, I noticed that MMO types crowd-funding can more funds easier than Single Player focused crowd-funding.
It does no matters even the MMO have a single player component, as long as it have a MMO component, they seems to get a larger amount of funds post crowd-funding.

The prime example will be Star Citizen, with 2.1 M on kickstarter their post funding breaks 110 M.

The second example is Crowfall, which raise 1.7M on kickstarter and proceed to break 6.5 M post crowd-funding.
It is actually this MMO that sparked my interest in post crowd-funding statistics which lead to this thread.

Shround of the Avatar raise 1.9 M and break 8.4 M post crowd-funding.

Camelot Unchained raised 2.2 M and proceed to break 3.9 M post crowd-funding.

Contrast that to Torment: Tides of Numenera which raised nearly 4.2 M only reach 4.6M post crowd-funding and promotion to reach the 4.75 M stretch goal fail once before succeeding later.

Shenmue 3 raised 6.3 M and only reach 6.58 M post crowd-funding.

Does MMO have some hidden attribute other Single Players games does not have?
Or these are just a fluke and unknown to me there are single players games that raise post crowd-funding as easily?
get the impression MMO fans are always looking for the latest and greatest.
Most of the ones ive tried tend to have large user bases at launch then drop off a cliff after a few weeks........
Don't see the point of backing a MMO when that type of thing happens over and over.
Post edited March 21, 2016 by Niggles
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Gnostic: Does MMO have some hidden attribute other Single Players games does not have?
MMOs have status and people want to be at the top of that. They want unique titles, exclusive items, and any type of privileges that come with it within the demographic that admires these things. Single player games can't offer these things and the most you can get are statues and other collectibles.
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Gnostic: Does MMO have some hidden attribute other Single Players games does not have?
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MaximumBunny: MMOs have status and people want to be at the top of that. They want unique titles, exclusive items, and any type of privileges that come with it within the demographic that admires these things. Single player games can't offer these things and the most you can get are statues and other collectibles.
Oh I am thinking MMO players are more social by nature. Which raise awareness of the project..

But what you and Niggles said could be a contributing factor.
Post edited March 21, 2016 by Gnostic
I think its because MMO genre is in decline. Players want new, interesting mmos but big companies usually produce wow clones - they dont want to risk money. So indie / crowd funding is the only option...

As a veteran EverQuest 2 player I would pay a lot for a game like eq2 (pre 2010).
Having never played any MMOs this is pure speculation based on what others have said around the forum. I get the impression most MMOs are quite samey and a bit boring and I imagine people are still looking for that game that provides a real feeling of playing with other people in a massive persistent world so are willing to shell out for the promises of kickstarted MMOs in the hopes they will be the one..

I imagine the unique backer titles / items and other rewards probably have something to do with it too as in an MMO they can at least be shown off and lorded over other players..
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Gnostic: ...snip
Well, a Massively Moregrinding Objective game is very much that, a lesson in repetitiveness. So once you paid for one, you keep on paying to get the next one (or level up).
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Gnostic: Does MMO have some hidden attribute other Single Players games does not have?
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MaximumBunny: MMOs have status and people want to be at the top of that. They want unique titles, exclusive items, and any type of privileges that come with it within the demographic that admires these things. Single player games can't offer these things and the most you can get are statues and other collectibles.
This! Very valid point there. MMO's just can offer shiny "show-off" rewards that a single player game can't (maybe except naming a character after you/including a few lines of dialogue - but a) then this is mostly a top tier reward and b) you wont be able to "show it off" while playing with other players while you can do it in a mmo - if you got a special title/house/ship whatever.

Also MMO's tend to offer longer playtime than a singleplayer game and raise the hopes for a game that can be played for several months hence the willingness to pay may be a bit higher than for a singleplayer game with a fixed ending/playtime.

Also (from my personal experience and people may disagree there with me) the MMO genre is kinda stagnating and especially from an semi oldschool perspective (having played MMO's like Dark Age of Camelot or Everquest or Lineage or Shadowbane or Guild Wars 1) there was not much improvement in the last few years (i also tried TESO, Guild Wars 2 and WoW for a bit - but was left unimpressed and the best MMO experiences for myself are still DAOC and Shadowbane so guess if people see a new MMO coming up which seems to fit their playstyle and is a bit different from the current MMO's people seem to be willing to take the risk to fund them in a sense of hoping to create a mmo again they are hyped for and not a generic copy (like Guild Wars 2, Blade and Soul and Wild Star just being the "same" game with a different graphic skin..)
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Gnostic: As per topic, I noticed that MMO types crowd-funding can more funds easier than Single Player focused crowd-funding.
It does no matters even the MMO have a single player component, as long as it have a MMO component, they seems to get a larger amount of funds post crowd-funding.

The prime example will be Star Citizen, with 2.1 M on kickstarter their post funding breaks 110 M.

The second example is Crowfall, which raise 1.7M on kickstarter and proceed to break 6.5 M post crowd-funding.
It is actually this MMO that sparked my interest in post crowd-funding statistics which lead to this thread.

Shround of the Avatar raise 1.9 M and break 8.4 M post crowd-funding.

Camelot Unchained raised 2.2 M and proceed to break 3.9 M post crowd-funding.

Contrast that to Torment: Tides of Numenera which raised nearly 4.2 M only reach 4.6M post crowd-funding and promotion to reach the 4.75 M stretch goal fail once before succeeding later.

Shenmue 3 raised 6.3 M and only reach 6.58 M post crowd-funding.

Does MMO have some hidden attribute other Single Players games does not have?
Or these are just a fluke and unknown to me there are single players games that raise post crowd-funding as easily?
Sorry, but I don't know where did you get that MMOs are geting more money? By the way, Star citizen is not an MMO - even it's devs are very careful with that term.