Thanks, everyone. I'll go with an estimate of the GOM value, then. (!)
Here's the general idea, in case anyone else wants to offer advice (or discouragement, whatever):
Some friends and I have been playing a game called "
Journey to Wild Divine." It's a bio-feedback controlled game with a feel similar to Myst, but with challenges based on self-mastery, rather than intellectual puzzles. Not everyone's cup of chai, perhaps, but some of us like it a lot.
It is, however, a single-player game. This gets kind of lonely and boring after a while -- the game itself can be completed in 10-15 hours, after which the replay value is pretty good, but still, it would be better if we could play online, try some collaborative multiplayer activities, have a kit to let people develop their own activities, etc. I think we've got the data import problem worked out in theory, using a port transmitter, reflector server with a db tying players' BF input to SL accounts, and XML-RPC (and I'd love advice on that, but I guess not in this forum).
Question is, how can we share the cost of setting the thing up? It's going to take a pile of land to get enough prims to make this worthwhile. And the ambiance is an important part of the experience, according to current players of WD. It would kind of spoil the look to have a supertower go in next door. An island would be nice, but that puts one person on the hook for $1k up front and $200/month afterward, as I gather groups can't share the cost of islands or use tier for them.
I checked out Dark Life last night, and I see they've gone with a purchased item (the backpack) for the required code to interface with their game. We could do something similar, as we'll need code to pull in the biofeedback data. I'm guessing they're also hoping for a dwell bonus, because otherwise you'd need to sell an awful lot of backpacks to cover the land tier cost, even at GOM rates. Never mind the initial startup.
The Wild Divine company is supportive of our doing this, but doesn't have the cash (or want to take the risk) of fronting us to get us started. They don't have any experience with an online game, and they're up to their eyeballs in trying to get the sequel (also a single-player game) out this spring. So we're on our own to manage funding.
I was sort of thinking something like this:
- Have a free setup area apart from the main area, where people can test the connection to the biofeedback device
- Give anyone who gets that far a free one-day pass to the main area
- Require monthly passes afterward, as cheap as we could make them and still cover server costs, plus spreading out the initial investment
If we could get about 30 players to pay $10/month each, we could break even on the SL server costs, anyway. There are about 12,000 of these games sold, and several thousand of the customers have accounts on the manufacturer's website, so that shouldn't be impossible. Anything over that and we could actually pay people who are contributing labor to the effort, which would be nice.
But does anyone in SL actually pay for passes? Or are they just considered obnoxious?
Should we try to find reasonable neighbors and go for part of a sim instead? It's not like we probably really *need* 15,000 prims, and then we could use tier to help pay for it. But neighbors can change so fast....
This is where being a solo builder/scripter type really puts me at a disadvantage. Changes to the economy don't upset me much, but I'm pretty lost when it comes to trying to figure out how to reasonably finance a project.
Ok, I've got my brolly up, let the shower of rotten fruit commence....
Neko